Shader "Hidden/.poiyomi/• Poiyomi Toon •/EYE TEXTURE 1-4eb201a7" {
	Properties {
		[HideInInspector] shader_is_using_thry_editor ("", Float) = 0
		[HideInInspector] shader_master_label ("<color=#000000ff>Poiyomi Toon V7.0.100</color>", Float) = 0
		[HideInInspector] shader_presets ("poiToonPresets", Float) = 0
		[HideInInspector] shader_properties_label_file ("7PlusLabels", Float) = 0
		[HideInInspector] footer_youtube ("youtube footer button", Float) = 0
		[HideInInspector] footer_twitter ("twitter footer button", Float) = 0
		[HideInInspector] footer_patreon ("patreon footer button", Float) = 0
		[HideInInspector] footer_discord ("discord footer button", Float) = 0
		[HideInInspector] footer_github ("github footer button", Float) = 0
		[HideInInspector] _ForgotToLockMaterial (";;YOU_FORGOT_TO_LOCK_THIS_MATERIAL;", Float) = 1
		[ThryShaderOptimizerLockButton] _ShaderOptimizerEnabled ("", Float) = 0
		[Helpbox(3)] _LockTooltip ("ALWAYS LOCK IN BEFORE UPLOADING. || RIGHT CLICK A PROPERTY IF YOU WANT TO ANIMATE IT.", Float) = 0
		[ThryWideEnum(Opaque, 0, Cutout, 1, TransClipping, 9, Fade, 2, Transparent, 3, Additive, 4, Soft Additive, 5, Multiplicative, 6, 2x Multiplicative, 7, Multiplicative Grab Pass, 8)] _Mode ("Rendering Preset--{on_value_actions:[ 
            {value:0,actions:[{type:SET_PROPERTY,data:render_queue=2000}, {type:SET_PROPERTY,data:render_type=Opaque},            {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=0},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:1,actions:[{type:SET_PROPERTY,data:render_queue=2450}, {type:SET_PROPERTY,data:render_type=TransparentCutout}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=.5}, {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=0},  {type:SET_PROPERTY,data:_AlphaToMask=1},  {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:9,actions:[{type:SET_PROPERTY,data:render_queue=2451}, {type:SET_PROPERTY,data:render_type=TransparentCutout}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=5}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:2,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=5}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:3,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=1}]},
            {value:4,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=1},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:5,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:RenderType=Transparent},        {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=4}, {type:SET_PROPERTY,data:_DstBlend=1},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:6,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=2}, {type:SET_PROPERTY,data:_DstBlend=0},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:7,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=2}, {type:SET_PROPERTY,data:_DstBlend=3},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]}
            }]}]}", Float) = 0
		[HideInInspector] m_LockingInfo ("Locking Info--{button_right:{text:Tutorial,action:{type:URL,data:https://youtu.be/asWeDJb5LAo},hover:YouTube},is_hideable:true}", Float) = 0
		[Helpbox(1)] _HelpBoxLocking ("LOCKING IN THE SHADER WILL DRAMATICALLY INCREASE PERFORMANCE AND DRAMATICALLY LOWER THE FILE SIZE OF AN AVATAR PACKAGE. 
        
        LOCKED IN MATERIALS CANNOT BE ANIMATED WITHOUT SETTING THE SPECIFIC PROPERTY TO DYNAMIC. RIGHT CLICK MATERIAL PROPERTIES YOU WISH TO ANIMATE, A CLOCK ICON WILL APPEAR BESIDE THE PROPERTY SIGNIFYING THAT IT CAN BE ANIMATED. 
        
        FOR MORE INFORMATION ON LOCKING PLEASE WATCH THE LOCKING TUTORIAL IN THE HEADER ABOVE.", Float) = 0
		[Helpbox(2)] _HelpBoxHideLocking ("TO HIDE THIS CATEGORY SELECT CUSTOM UI AT THE TOP AND UNCHECK THE LOCKING INFO CATEGORY", Float) = 0
		[HideInInspector] m_mainOptions ("Main", Float) = 0
		_Color ("Color & Alpha", Vector) = (1,1,1,1)
		_MainTex ("Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _MainTexPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MainTextureUV ("UV", Float) = 0
		_Saturation ("Saturation", Range(-1, 1)) = 0
		_MainEmissionStrength ("Basic Emission", Range(0, 20)) = 0
		[Normal] _BumpMap ("Normal Map", 2D) = "bump" {}
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _BumpMapUV ("UV", Float) = 0
		[Vector2] [HideInInspector] _BumpMapPan ("Panning", Vector) = (0,0,0,0)
		_BumpScale ("Normal Intensity", Range(0, 10)) = 1
		_AlphaMask ("Alpha Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _AlphaMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _AlphaMaskUV ("UV", Float) = 0
		[HideInInspector] m_start_MainHueShift ("Hue Shift", Float) = 0
		[Toggle(COLOR_GRADING_HDR)] [HideInInspector] _MainHueShiftToggle ("Toggle Hueshift", Float) = 0
		[ToggleUI] _MainHueShiftReplace ("Replace?", Float) = 1
		_MainHueShift ("Hue Shift", Range(0, 1)) = 0
		_MainHueShiftSpeed ("Shift Speed", Float) = 0
		_MainHueShiftMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _MainHueShiftMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MainHueShiftMaskUV ("UV", Float) = 0
		[HideInInspector] m_end_MainHueShift ("Hue Shift", Float) = 0
		[HideInInspector] m_start_RGBMask ("RGB Color Masking", Float) = 0
		[Toggle(VIGNETTE)] [HideInInspector] _RGBMaskEnabled ("RGB Mask Enabled", Float) = 0
		[ToggleUI] _RGBUseVertexColors ("Use Vertex Colors", Float) = 0
		[ToggleUI] _RGBBlendMultiplicative ("Multiplicative?", Float) = 0
		_RGBMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _RGBMaskPanning ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RGBMaskUV ("UV", Float) = 0
		_RedColor ("R Color", Vector) = (1,1,1,1)
		_RedTexure ("R Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _RGBRedPanning ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RGBRed_UV ("UV", Float) = 0
		_GreenColor ("G Color", Vector) = (1,1,1,1)
		_GreenTexture ("G Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _RGBGreenPanning ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RGBGreen_UV ("UV", Float) = 0
		_BlueColor ("B Color", Vector) = (1,1,1,1)
		_BlueTexture ("B Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _RGBBluePanning ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RGBBlue_UV ("UV", Float) = 0
		[Toggle(GEOM_TYPE_MESH)] _RgbNormalsEnabled ("Enable Normals", Float) = 0
		[ToggleUI] _RGBNormalBlend ("Blend with Base--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Float) = 0
		[Normal] _RgbNormalR ("R Normal--{reference_properties:[_RgbNormalRPan, _RgbNormalRUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" {}
		[HideInInspector] _RgbNormalRPan ("Pan", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RgbNormalRUV ("UV", Float) = 0
		_RgbNormalRScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0, 10)) = 0
		[Normal] _RgbNormalG ("G Normal--{reference_properties:[_RgbNormalGPan, _RgbNormalGUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" {}
		[HideInInspector] _RgbNormalGPan ("Pan", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RgbNormalGUV ("UV", Float) = 0
		_RgbNormalGScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0, 10)) = 0
		[Normal] _RgbNormalB ("B Normal--{reference_properties:[_RgbNormalBPan, _RgbNormalBUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" {}
		[HideInInspector] _RgbNormalBPan ("Pan", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RgbNormalBUV ("UV", Float) = 0
		_RgbNormalBScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0, 10)) = 0
		[HideInInspector] m_end_RGBMask ("RGB Color Masking", Float) = 0
		[HideInInspector] m_start_DetailOptions ("Details--{reference_property:_DetailEnabled, button_right:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=9oIcQln9of4&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw},hover:YouTube},is_hideable:true}", Float) = 0
		[Toggle(FINALPASS)] [HideInInspector] _DetailEnabled ("Enable", Float) = 0
		_DetailMask ("Detail Mask (R:Texture, G:Normal)", 2D) = "white" {}
		[Vector2] [HideInInspector] _DetailMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DetailMaskUV ("UV", Float) = 0
		_DetailTint ("Detail Texture Tint", Vector) = (1,1,1,1)
		_DetailTex ("Detail Texture", 2D) = "gray" {}
		[Vector2] [HideInInspector] _DetailTexPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DetailTexUV ("UV", Float) = 0
		_DetailTexIntensity ("Detail Tex Intensity", Range(0, 10)) = 1
		_DetailBrightness ("Detail Brightness:", Range(0, 2)) = 1
		[Normal] _DetailNormalMap ("Detail Normal", 2D) = "bump" {}
		_DetailNormalMapScale ("Detail Normal Intensity", Range(0, 10)) = 1
		[Vector2] [HideInInspector] _DetailNormalMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DetailNormalMapUV ("UV", Float) = 0
		[HideInInspector] m_end_DetailOptions ("Details", Float) = 0
		[HideInInspector] m_start_MainVertexColors ("Vertex Colors", Float) = 0
		_MainVertexColoring ("Use Vertex Color", Range(0, 1)) = 0
		_MainUseVertexColorAlpha ("Use Vertex Color Alpha", Range(0, 1)) = 0
		[HideInInspector] m_end_MainVertexColors ("Vertex Colors", Float) = 0
		[HideInInspector] m_start_vertexManipulation ("Vertex Offset--{reference_property:_VertexManipulationsEnabled, button_right:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=x728WN50JeA&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw},hover:YouTube},is_hideable:true}", Float) = 0
		[Toggle(AUTO_EXPOSURE)] [HideInInspector] _VertexManipulationsEnabled ("Enabled", Float) = 0
		[Vector3] _VertexManipulationLocalTranslation ("Local Translation", Vector) = (0,0,0,1)
		[Vector3] _VertexManipulationLocalRotation ("Local Rotation", Vector) = (0,0,0,1)
		[Vector3] _VertexManipulationLocalScale ("Local Scale", Vector) = (1,1,1,1)
		[Vector3] _VertexManipulationWorldTranslation ("World Translation", Vector) = (0,0,0,1)
		_VertexManipulationHeight ("Vertex Height", Float) = 0
		_VertexManipulationHeightMask ("Height Map", 2D) = "while" {}
		[Vector2] [HideInInspector] _VertexManipulationHeightPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] [HideInInspector] _VertexManipulationHeightUV ("UV", Float) = 0
		_VertexManipulationHeightBias ("Mask Bias", Range(0, 1)) = 0
		[ToggleUI] _VertexRoundingEnabled ("Rounding Enabled", Float) = 0
		_VertexRoundingDivision ("Division Amount", Float) = 500
		[HideInInspector] m_end_vertexManipulation ("Vertex Offset", Float) = 0
		[HideInInspector] m_start_Alpha ("Alpha Options", Float) = 0
		_Cutoff ("Alpha Cuttoff", Range(0, 1.001)) = 0.5
		[ToggleUI] _DitheringEnabled ("Enable Dithering", Float) = 0
		_DitherGradient ("Dither Gradient", Range(0, 1)) = 0.1
		[ToggleUI] _ForceOpaque ("Force Opaque", Float) = 0
		_MainShadowClipMod ("Shadow Clip Mod", Range(-1, 1)) = 0
		[Enum(Off, 0, On, 1)] _AlphaToMask ("Alpha To Coverage", Float) = 0
		[ToggleUI] _MainAlphaToCoverage ("Sharpenned A2C--{condition_show:{type:PROPERTY_BOOL,data:_AlphaToMask==1}}", Float) = 0
		_MainMipScale ("Mip Level Alpha Scale--{condition_show:{type:PROPERTY_BOOL,data:_AlphaToMask==1}}", Range(0, 1)) = 0.25
		[ToggleUI] _AlphaPremultiply ("Alpha Premultiply", Float) = 0
		_AlphaMod ("Alpha Mod", Range(-1, 1)) = 0
		[HideInInspector] m_end_Alpha ("Alpha Options", Float) = 0
		[HideInInspector] m_start_DecalSection ("Decal", Float) = 0
		[Toggle(GEOM_TYPE_BRANCH)] [HideInInspector] _DecalEnabled ("Enable", Float) = 0
		_DecalColor ("Color", Vector) = (1,1,1,1)
		_DecalEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		_DecalTexture ("Decal", 2D) = "white" {}
		[Vector2] [HideInInspector] _DecalTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DecalTextureUV ("UV", Float) = 0
		_DecalMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _DecalMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DecalMaskUV ("UV", Float) = 0
		[ToggleUI] _DecalTiled ("Tiled?", Float) = 0
		[Vector2] _DecalScale ("Scale", Vector) = (1,1,0,0)
		[Vector2] _DecalPosition ("Position", Vector) = (0.5,0.5,0,0)
		_DecalRotation ("Rotation", Range(0, 360)) = 0
		_DecalRotationSpeed ("Rotation Speed", Float) = 0
		_DecalBlendAdd ("Add", Range(0, 1)) = 0
		_DecalBlendMultiply ("Multiply", Range(0, 1)) = 0
		_DecalBlendReplace ("Replace", Range(0, 1)) = 0
		[HideInInspector] m_end_DecalSection ("Decal", Float) = 0
		[HideInInspector] m_start_backFace ("Back Face", Float) = 0
		[ToggleUI] _BackFaceEnabled ("Enable Back Face Options", Float) = 0
		_BackFaceColor ("Color", Vector) = (1,1,1,1)
		_BackFaceTexture ("Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _BackFacePanning ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _BackFaceTextureUV ("UV#", Float) = 0
		_BackFaceDetailIntensity ("Detail Intensity", Range(0, 5)) = 1
		_BackFaceHueShift ("Hue Shift", Range(0, 1)) = 0
		_BackFaceEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[HideInInspector] m_end_backFace ("Back Face", Float) = 0
		[HideInInspector] m_lightingOptions ("Lighting", Float) = 0
		[HideInInspector] m_start_Lighting ("Light and Shadow", Float) = 0
		[Toggle(VIGNETTE_MASKED)] _EnableLighting ("Enable Lighting", Float) = 1
		[Enum(Toon, 0, Realistic, 1)] _LightingMode ("Lighting Type", Float) = 0
		_LightingStandardSmoothness ("Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==1}}", Range(0, 1)) = 0
		[ToggleUI] _LightingShadingEnabled ("Enable Shading--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==0}}", Float) = 0
		[Enum(Ramp Texture, 0, Math Gradient, 1)] _LightingRampType ("Ramp Type--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1}}}", Float) = 0
		[Gradient] _ToonRamp ("Lighting Ramp--{texture:{width:512,height:4,filterMode:Bilinear,wrapMode:Clamp},force_texture_options:true,condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1},condition2:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==0}}}}", 2D) = "white" {}
		_LightingShadowMask ("Ramp Mask--{reference_properties:[_LightingShadowMaskPan, _LightingShadowMaskUV],condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1}}}", 2D) = "white" {}
		[Vector2] [HideInInspector] _LightingShadowMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _LightingShadowMaskUV ("UV", Float) = 0
		_ShadowOffset ("Ramp Offset--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1},condition2:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==0}}}}", Range(-1, 1)) = 0
		_LightingGradientStart ("Gradient Start--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1},condition2:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}}", Range(0, 1)) = 0
		_LightingGradientEnd ("Gradient End--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1},condition2:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}}", Range(0, 1)) = 0.5
		_LightingShadowColor ("Shadow Tint--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1},condition2:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}}", Vector) = (1,1,1,1)
		_ShadowStrength ("Shadow Strength--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1}}}", Range(0, 1)) = 1
		_AttenuationMultiplier ("Unity Shadows--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==1},condition2:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1}}}", Range(0, 1)) = 0
		[ToggleUI] _LightingIgnoreAmbientColor ("Ignore Ambient Color--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1}}}", Float) = 0
		[HideInInspector] m_start_lightingModifiers ("Lighting Modifiers", Float) = 0
		[Enum(Poi Custom, 0, Correct, 1)] _LightingDirectColorMode ("Direct Light Color", Float) = 0
		[ToggleUI] _LightingIndirectColorMode ("Indirect Uses Normals", Float) = 0
		[ToggleUI] _LightingUncapped ("Uncapped Lighting", Float) = 0
		[ToggleUI] _LightingOnlyUnityShadows ("Only Unity Shadows", Float) = 0
		_LightingMonochromatic ("Monochromatic Lighting?", Range(0, 1)) = 0
		_LightingMinLightBrightness ("Min Brightness", Range(0, 1)) = 0
		_LightingMinShadowBrightnessRatio ("Shadow:Light min Ratio", Range(0, 1)) = 0
		[HideInInspector] m_end_lightingModifiers ("Lighting Modifiers", Float) = 0
		[HideInInspector] m_start_detailShadows ("Detail Shadows--{reference_property:_LightingDetailShadowsEnabled}", Float) = 0
		[ToggleUI] [HideInInspector] _LightingDetailShadowsEnabled ("Enabled Detail Shadows?", Float) = 0
		_LightingDetailShadows ("Detail Shadows--{reference_properties:[_LightingDetailShadowsPan, _LightingDetailShadowsUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _LightingDetailShadowsPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _LightingDetailShadowsUV ("UV", Float) = 0
		_LightingDetailStrength ("Detail Strength", Range(0, 1)) = 1
		[HideInInspector] m_end_detailShadows ("Detail Shadows", Float) = 0
		[HideInInspector] m_start_ambientOcclusion ("Ambient Occlusion--{reference_property:_LightingEnableAO}", Float) = 0
		[ToggleUI] [HideInInspector] _LightingEnableAO ("Enable AO", Float) = 0
		_LightingAOTex ("AO Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _LightingAOTexPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _LightingAOTexUV ("UV", Float) = 0
		_AOStrength ("AO Strength", Range(0, 1)) = 1
		[HideInInspector] m_end_ambientOcclusion ("Ambient Occlusion", Float) = 0
		[HideInInspector] m_start_shadowTexture ("Shadow Texture--{reference_property:_UseShadowTexture, condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1},condition2:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}}", Float) = 0
		[ToggleUI] [HideInInspector] _UseShadowTexture ("EnableShadowTexture--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1},condition2:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}}", Float) = 0
		_LightingShadowTexture ("Shadow Texture--{reference_properties:[_LightingShadowTexturePan, _LightingShadowTextureUV], condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1},condition2:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}}", 2D) = "white" {}
		[Vector2] [HideInInspector] _LightingShadowTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _LightingShadowTextureUV ("UV", Float) = 0
		[HideInInspector] m_end_shadowTexture ("Shadow Texture", Float) = 0
		[HideInInspector] m_start_lightingHSL ("HSL Lighting--{reference_property:_LightingEnableHSL, condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingShadingEnabled==1}}}", Float) = 0
		[ToggleUI] [HideInInspector] _LightingEnableHSL ("Enabled HSL Lighting", Float) = 0
		_LightingHSLIntensity ("Shadow HSL Intensity", Range(0, 1)) = 1
		_LightingShadowHue ("Shadow Hue Change", Range(0, 1)) = 0.5
		_LightingShadowSaturation ("Shadow Saturation Change", Range(0, 1)) = 0.5
		_LightingShadowLightness ("Shadow Lightness Change", Range(0, 1)) = 0.5
		[HideInInspector] m_end_lightingHSL ("HSL Lighting", Float) = 0
		[HideInInspector] m_start_lightingAdvanced ("Additive Lighting (Point/Spot)--{reference_property:_commentIfZero_LightingAdditiveEnable,button_right:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=at3p5yRRVU0&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw&index=12},hover:YouTube}}", Float) = 0
		[ToggleUI] [HideInInspector] _commentIfZero_LightingAdditiveEnable ("Enable Additive", Float) = 1
		[Enum(Realistic, 0, Toon, 1)] _LightingAdditiveType ("Lighting Type", Float) = 1
		_LightingAdditiveGradientStart ("Gradient Start", Range(0, 1)) = 0
		_LightingAdditiveGradientEnd ("Gradient End", Range(0, 1)) = 0.5
		_LightingAdditivePassthrough ("Point Light Passthrough", Range(0, 1)) = 0.5
		_LightingAdditiveDetailStrength ("Detail Shadow Strength", Range(0, 1)) = 1
		[ToggleUI] _LightingAdditiveLimitIntensity ("Limit Intensity", Float) = 0
		_LightingAdditiveMaxIntensity ("Max Intensity--{condition_show:{type:PROPERTY_BOOL,data:_LightingAdditiveLimitIntensity==1}}", Range(0, 3)) = 1
		[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)] _DisableDirectionalInAdd ("No Directional", Float) = 1
		[HideInInspector] m_end_lightingAdvanced ("Additive Lighting", Float) = 0
		[HideInInspector] m_end_Lighting ("Light and Shadow", Float) = 0
		[HideInInspector] m_start_subsurface ("Subsurface Scattering", Float) = 0
		[Toggle(_TERRAIN_NORMAL_MAP)] _EnableSSS ("Enable Subsurface Scattering", Float) = 0
		_SSSColor ("Subsurface Color", Vector) = (1,0,0,1)
		_SSSThicknessMap ("Thickness Map", 2D) = "black" {}
		[Vector2] [HideInInspector] _SSSThicknessMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SSSThicknessMapUV ("UV", Float) = 0
		_SSSThicknessMod ("Thickness mod", Range(-1, 1)) = 0
		_SSSSCale ("Light Strength", Range(0, 1)) = 0.25
		_SSSPower ("Light Spread", Range(1, 100)) = 5
		_SSSDistortion ("Light Distortion", Range(0, 1)) = 1
		[HideInInspector] m_end_subsurface ("Subsurface Scattering", Float) = 0
		[HideInInspector] m_start_rimLightOptions ("Rim Lighting", Float) = 0
		[Toggle(_GLOSSYREFLECTIONS_OFF)] _EnableRimLighting ("Enable Rim Lighting", Float) = 0
		[Enum(vertex, 0, pixel, 1)] _RimLightNormal ("Normal Select", Float) = 1
		[ToggleUI] _RimLightingInvert ("Invert Rim Lighting", Float) = 0
		_RimLightColor ("Rim Color", Vector) = (1,1,1,1)
		_RimWidth ("Rim Width", Range(0, 1)) = 0.8
		_RimSharpness ("Rim Sharpness", Range(0, 1)) = 0.25
		_RimStrength ("Rim Emission", Range(0, 20)) = 0
		_RimBrighten ("Rim Color Brighten", Range(0, 3)) = 0
		_RimLightColorBias ("Rim Color Bias", Range(0, 1)) = 0
		_RimTex ("Rim Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _RimTexPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RimTexUV ("UV", Float) = 0
		_RimMask ("Rim Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _RimMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RimMaskUV ("UV", Float) = 0
		[HideInInspector] m_start_rimWidthNoise ("Width Noise", Float) = 0
		_RimWidthNoiseTexture ("Rim Width Noise", 2D) = "black" {}
		[Vector2] [HideInInspector] _RimWidthNoiseTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RimWidthNoiseTextureUV ("UV", Float) = 0
		_RimWidthNoiseStrength ("Intensity", Range(0, 1)) = 0.1
		[HideInInspector] m_end_rimWidthNoise ("Width Noise", Float) = 0
		[HideInInspector] m_start_ShadowMix ("Shadow Mix", Float) = 0
		_ShadowMix ("Shadow Mix In", Range(0, 1)) = 0
		_ShadowMixThreshold ("Shadow Mix Threshold", Range(0, 1)) = 0.5
		_ShadowMixWidthMod ("Shadow Mix Width Mod", Range(0, 10)) = 0.5
		[HideInInspector] m_end_ShadowMix ("Shadow Mix", Float) = 0
		[HideInInspector] m_end_rimLightOptions ("Rim Lighting", Float) = 0
		[HideInInspector] m_start_reflectionRim ("Environmental Rim", Float) = 0
		[Toggle(_MAPPING_6_FRAMES_LAYOUT)] _EnableEnvironmentalRim ("Enable Environmental Rim", Float) = 0
		_RimEnviroMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _RimEnviroMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RimEnviroMaskUV ("UV", Float) = 0
		_RimEnviroBlur ("Blur", Range(0, 1)) = 0.7
		_RimEnviroWidth ("Rim Width", Range(0, 1)) = 0.45
		_RimEnviroSharpness ("Rim Sharpness", Range(0, 1)) = 0
		_RimEnviroMinBrightness ("Min Brightness Threshold", Range(0, 2)) = 0
		_RimEnviroIntensity ("Intensity", Range(0, 1)) = 1
		[HideInInspector] m_end_reflectionRim ("Environmental Rim", Float) = 0
		[HideInInspector] m_start_bakedLighting ("Baked Lighting", Float) = 0
		_GIEmissionMultiplier ("GI Emission Multiplier", Float) = 1
		[HideInInspector] DSGI ("DSGI", Float) = 0
		[HideInInspector] LightmapFlags ("Lightmap Flags", Float) = 0
		[HideInInspector] m_end_bakedLighting ("Baked Lighting", Float) = 0
		[HideInInspector] m_start_Metallic ("Metallics", Float) = 0
		[Toggle(_METALLICGLOSSMAP)] _EnableMetallic ("Enable Metallics", Float) = 0
		_CubeMap ("Baked CubeMap", Cube) = "" {}
		[ToggleUI] _SampleWorld ("Force Baked Cubemap", Range(0, 1)) = 0
		_MetalReflectionTint ("Reflection Tint", Vector) = (1,1,1,1)
		_MetallicTintMap ("Tint Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _MetallicTintMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MetallicTintMapUV ("UV", Float) = 0
		_MetallicMask ("Metallic Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _MetallicMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MetallicMaskUV ("UV", Float) = 0
		_Metallic ("Metallic", Range(0, 1)) = 0
		_SmoothnessMask ("Smoothness Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _SmoothnessMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SmoothnessMaskUV ("UV", Float) = 0
		[ToggleUI] _InvertSmoothness ("Invert Smoothness Map", Range(0, 1)) = 0
		_Smoothness ("Smoothness", Range(0, 1)) = 0
		[HideInInspector] m_end_Metallic ("Metallics", Float) = 0
		[HideInInspector] m_start_clearCoat ("Clear Coat", Float) = 0
		[Toggle(_COLORCOLOR_ON)] _EnableClearCoat ("Enable Clear Coat", Float) = 0
		[Enum(Vertex, 0, Pixel, 1)] _ClearCoatNormalToUse ("What Normal?", Float) = 0
		_ClearCoatCubeMap ("Baked CubeMap", Cube) = "" {}
		[ToggleUI] _ClearCoatSampleWorld ("Force Baked Cubemap", Range(0, 1)) = 0
		_ClearCoatTint ("Reflection Tint", Vector) = (1,1,1,1)
		_ClearCoatMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _ClearCoatMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _ClearCoatMaskUV ("UV", Float) = 0
		_ClearCoat ("Clear Coat", Range(0, 1)) = 1
		_ClearCoatSmoothnessMap ("Smoothness Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _ClearCoatSmoothnessMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _ClearCoatSmoothnessMapUV ("UV", Float) = 0
		[ToggleUI] _ClearCoatInvertSmoothness ("Invert Smoothness Map", Range(0, 1)) = 0
		_ClearCoatSmoothness ("Smoothness", Range(0, 1)) = 0
		[ToggleUI] _ClearCoatForceLighting ("Force Lighting", Float) = 0
		[HideInInspector] m_end_clearCoat ("Clear Coat", Float) = 0
		[HideInInspector] m_start_matcap ("Matcap / Sphere Textures", Float) = 0
		[Toggle(_COLORADDSUBDIFF_ON)] _MatcapEnable ("Enable Matcap", Float) = 0
		_MatcapColor ("Color", Vector) = (1,1,1,1)
		[TextureNoSO] _Matcap ("Matcap", 2D) = "white" {}
		_MatcapBorder ("Border", Range(0, 0.5)) = 0.43
		_MatcapMask ("Mask--{reference_properties:[_MatcapMaskPan, _MatcapMaskUV, _MatcapMaskInvert]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _MatcapMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MatcapMaskUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _MatcapMaskInvert ("Invert", Float) = 0
		_MatcapEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		_MatcapIntensity ("Intensity", Range(0, 5)) = 1
		_MatcapLightMask ("Hide in Shadow", Range(0, 1)) = 0
		_MatcapReplace ("Replace With Matcap", Range(0, 1)) = 1
		_MatcapMultiply ("Multiply Matcap", Range(0, 1)) = 0
		_MatcapAdd ("Add Matcap", Range(0, 1)) = 0
		[Enum(Vertex, 0, Pixel, 1)] _MatcapNormal ("Normal to use", Float) = 1
		[HideInInspector] m_end_matcap ("Matcap", Float) = 0
		[HideInInspector] m_start_Matcap2 ("Matcap 2", Float) = 0
		[ToggleUI] _Matcap2Enable ("Enable Matcap 2", Float) = 0
		_Matcap2Color ("Color", Vector) = (1,1,1,1)
		[TextureNoSO] _Matcap2 ("Matcap", 2D) = "white" {}
		_Matcap2Border ("Border", Range(0, 0.5)) = 0.43
		_Matcap2Mask ("Mask--{reference_properties:[_Matcap2MaskPan, _Matcap2MaskUV, _Matcap2MaskInvert]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _Matcap2MaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _Matcap2MaskUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _Matcap2MaskInvert ("Invert", Float) = 0
		_Matcap2EmissionStrength ("Emission Strength", Range(0, 20)) = 0
		_Matcap2Intensity ("Intensity", Range(0, 5)) = 1
		_Matcap2LightMask ("Hide in Shadow", Range(0, 1)) = 0
		_Matcap2Replace ("Replace With Matcap", Range(0, 1)) = 0
		_Matcap2Multiply ("Multiply Matcap", Range(0, 1)) = 0
		_Matcap2Add ("Add Matcap", Range(0, 1)) = 0
		[Enum(Vertex, 0, Pixel, 1)] _Matcap2Normal ("Normal to use", Float) = 1
		[HideInInspector] m_end_Matcap2 ("Matcap 2", Float) = 0
		[HideInInspector] m_start_specular ("Specular Reflections", Float) = 0
		[Toggle(_SPECGLOSSMAP)] _EnableSpecular ("Enable Specular", Float) = 0
		[Enum(Realistic, 1, Toon, 2, Anisotropic, 3, Toon Aniso, 4)] _SpecularType ("Specular Type", Float) = 1
		[Enum(vertex, 0, pixel, 1)] _SpecularNormal ("Normal Select", Float) = 1
		_SpecularTint ("Specular Tint", Vector) = (1,1,1,1)
		_SpecularMetallic ("Metallic", Range(0, 1)) = 0
		[Gradient] _SpecularMetallicMap ("Metallic Map--{reference_properties:[_SpecularMetallicMapPan, _SpecularMetallicMapUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMetallicMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMetallicMapUV ("UV", Float) = 0
		_SpecularSmoothness ("Smoothness--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==1},condition2:{type:PROPERTY_BOOL,data:_SpecularType==3}}}", Range(0, 1)) = 1
		[Gradient] _SpecularMap ("Specular Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMapUV ("UV", Float) = 0
		[ToggleUI] _SpecularInvertSmoothness ("Invert Smoothness", Float) = 0
		_SpecularMask ("Specular Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMaskUV ("UV", Float) = 0
		[Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom ("Smoothness From", Float) = 1
		[Enum(Tangent, 0, binormal, 1)] _SpecWhatTangent ("(Bi)Tangent?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Float) = 0
		_AnisoSpec1Alpha ("Spec1 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 1
		_AnisoSpec2Alpha ("Spec2 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 1
		_Spec1Offset ("Spec1 Offset--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(-1, 1)) = 0
		_Spec2Smoothness ("Spec2 Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 0
		[ToggleUI] _AnisoUseTangentMap ("Use Directional Map?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Float) = 0
		_AnisoTangentMap ("Anisotropic Directional Map--{reference_properties:[_AnisoTangentMapPan, _AnisoTangentMapUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "bump" {}
		[Vector2] [HideInInspector] _AnisoTangentMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _AnisoTangentMapUV ("UV", Float) = 0
		_SpecularToonStart ("Spec Toon Start--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Range(0, 1)) = 0.95
		_SpecularToonEnd ("Spec Toon End--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Range(0, 2)) = 1
		[ToggleUI] _SpecularAnisoJitterMirrored ("Mirrored?--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Float) = 0
		[Curve] _SpecularAnisoJitterMicro ("Micro Shift--{reference_properties:[_SpecularAnisoJitterMicroPan, _SpecularAnisoJitterMicroUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "black" {}
		_SpecularAnisoJitterMicroMultiplier ("Micro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Range(0, 10)) = 0
		[Vector2] [HideInInspector] _SpecularAnisoJitterMicroPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularAnisoJitterMicroUV ("UV", Float) = 0
		[Curve] _SpecularAnisoJitterMacro ("Macro Shift--{reference_properties:[_SpecularAnisoJitterMacroPan, _SpecularAnisoJitterMacroUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "black" {}
		_SpecularAnisoJitterMacroMultiplier ("Macro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Range(0, 10)) = 0
		[Vector2] [HideInInspector] _SpecularAnisoJitterMacroPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularAnisoJitterMacroUV ("UV", Float) = 0
		[MultiSlider] _SpecularToonInnerOuter ("Inner/Outer Edge--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==2}}", Vector) = (0.25,0.3,0,1)
		[HideInInspector] m_end_specular ("Specular Reflections", Float) = 0
		[HideInInspector] m_start_specular1 ("Specular Reflections 2", Float) = 0
		[ToggleUI] _EnableSpecular1 ("Enable Specular", Float) = 0
		[Enum(Realistic, 1, Toon, 2, Anisotropic, 3, Toon Aniso, 4)] _SpecularType1 ("Specular Type", Float) = 1
		[Enum(vertex, 0, pixel, 1)] _SpecularNormal1 ("Normal Select", Float) = 1
		_SpecularTint1 ("Specular Tint", Vector) = (1,1,1,1)
		_SpecularMetallic1 ("Metallic", Range(0, 1)) = 0
		[Gradient] _SpecularMetallicMap1 ("Metallic Map--{reference_properties:[_SpecularMetallicMapPan, _SpecularMetallicMapUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMetallicMap1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMetallicMap1UV ("UV", Float) = 0
		_SpecularSmoothness1 ("Smoothness--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==1},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==3}}}", Range(-2, 1)) = 0.75
		_SpecularMap1 ("Specular Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMap1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMap1UV ("UV", Float) = 0
		[ToggleUI] _SpecularInvertSmoothness1 ("Invert Smoothness", Float) = 0
		_SpecularMask1 ("Specular Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMask1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMask1UV ("UV", Float) = 0
		[Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom1 ("Smoothness From", Float) = 1
		[Enum(Tangent, 0, binormal, 1)] _SpecWhatTangent1 ("(Bi)Tangent?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Float) = 0
		_AnisoSpec1Alpha1 ("Spec1 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 1
		_AnisoSpec2Alpha1 ("Spec2 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 1
		_Spec1Offset1 ("Spec1 Offset--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(-1, 1)) = 0
		_Spec2Smoothness1 ("Spec2 Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 0
		[ToggleUI] _AnisoUseTangentMap1 ("Use Directional Map?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Float) = 0
		_AnisoTangentMap1 ("Anisotropic Directional Map--{reference_properties:[_AnisoTangentMap1Pan, _AnisoTangentMap1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "bump" {}
		[Vector2] [HideInInspector] _AnisoTangentMap1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _AnisoTangentMap1UV ("UV", Float) = 0
		_SpecularToonStart1 ("Spec Toon Start--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Range(0, 1)) = 0.95
		_SpecularToonEnd1 ("Spec Toon End--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Range(0, 2)) = 1
		[ToggleUI] _SpecularAnisoJitterMirrored1 ("Mirrored?--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Float) = 0
		[Curve] _SpecularAnisoJitterMicro1 ("Micro Shift--{reference_properties:[_SpecularAnisoJitterMicro1Pan, _SpecularAnisoJitterMicro1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "black" {}
		_SpecularAnisoJitterMicroMultiplier1 ("Micro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Range(0, 10)) = 0
		[Vector2] [HideInInspector] _SpecularAnisoJitterMicro1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularAnisoJitterMicro1UV ("UV", Float) = 0
		[Curve] _SpecularAnisoJitterMacro1 ("Macro Shift--{reference_properties:[_SpecularAnisoJitterMacro1Pan, _SpecularAnisoJitterMacro1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "black" {}
		_SpecularAnisoJitterMacroMultiplier1 ("Macro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Range(0, 10)) = 0
		[Vector2] [HideInInspector] _SpecularAnisoJitterMacro1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularAnisoJitterMacro1UV ("UV", Float) = 0
		[MultiSlider] _SpecularToonInnerOuter1 ("Inner/Outer Edge--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==2}}", Vector) = (0.25,0.3,0,1)
		[HideInInspector] m_end_specular1 ("Specular Reflections", Float) = 0
		[HideInInspector] m_Special_Effects ("Special Effects", Float) = 0
		[HideInInspector] m_start_emissionOptions ("Emission / Glow", Float) = 0
		[Toggle(_EMISSION)] _EnableEmission ("Enable Emission", Float) = 0
		[ToggleUI] _EmissionReplace ("Replace Base Color", Float) = 0
		[HDR] _EmissionColor ("Emission Color", Vector) = (1,1,1,1)
		[Gradient] _EmissionMap ("Emission Map", 2D) = "white" {}
		[ToggleUI] _EmissionBaseColorAsMap ("Base Color as Map?", Float) = 0
		[Vector2] [HideInInspector] _EmissionMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _EmissionMapUV ("UV", Float) = 0
		_EmissionMask ("Emission Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _EmissionMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _EmissionMaskUV ("UV", Float) = 0
		_EmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[ToggleUI] _EmissionHueShiftEnabled ("Enable Hue Shift", Float) = 0
		_EmissionHueShift ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] m_start_CenterOutEmission ("Center Out Emission", Float) = 0
		[ToggleUI] [HideInInspector] _EmissionCenterOutEnabled ("Enable Center Out", Float) = 0
		_EmissionCenterOutSpeed ("Flow Speed", Float) = 5
		[HideInInspector] m_end_CenterOutEmission ("inward out emission", Float) = 0
		[HideInInspector] m_start_glowInDarkEmissionOptions ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
		[ToggleUI] [HideInInspector] _EnableGITDEmission ("Enable Glow In The Dark", Float) = 0
		[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh ("Lighting Type", Float) = 0
		_GITDEMinEmissionMultiplier ("Min Emission Multiplier", Range(0, 1)) = 1
		_GITDEMaxEmissionMultiplier ("Max Emission Multiplier", Range(0, 1)) = 0
		_GITDEMinLight ("Min Lighting", Range(0, 1)) = 0
		_GITDEMaxLight ("Max Lighting", Range(0, 1)) = 1
		[HideInInspector] m_end_glowInDarkEmissionOptions ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
		[HideInInspector] m_start_blinkingEmissionOptions ("Blinking Emission", Float) = 0
		[ToggleUI] [HideInInspector] _EmissionBlinkingEnabled ("Enable Blinking", Float) = 0
		_EmissiveBlink_Min ("Emissive Blink Min", Float) = 0
		_EmissiveBlink_Max ("Emissive Blink Max", Float) = 1
		_EmissiveBlink_Velocity ("Emissive Blink Velocity", Float) = 4
		_EmissionBlinkingOffset ("Offset", Float) = 0
		[HideInInspector] m_end_blinkingEmissionOptions ("Blinking Emission", Float) = 0
		[HideInInspector] m_start_scrollingEmissionOptions ("Scrolling Emission", Float) = 0
		[ToggleUI] [HideInInspector] _ScrollingEmission ("Enable Scrolling Emission", Float) = 0
		[ToggleUI] _EmissionScrollingUseCurve ("Use Curve", Float) = 0
		[Curve] _EmissionScrollingCurve ("Curve", 2D) = "white" {}
		[ToggleUI] _EmissionScrollingVertexColor ("VColor as position", Float) = 0
		_EmissiveScroll_Direction ("Direction", Vector) = (0,-10,0,0)
		_EmissiveScroll_Width ("Width", Float) = 10
		_EmissiveScroll_Velocity ("Velocity", Float) = 10
		_EmissiveScroll_Interval ("Interval", Float) = 20
		_EmissionScrollingOffset ("Offset", Float) = 0
		[HideInInspector] m_end_scrollingEmissionOptions ("Scrolling Emission", Float) = 0
		[HideInInspector] m_end_emissionOptions ("Emission / Glow", Float) = 0
		[HideInInspector] m_start_emission1Options ("Emission / Glow 2 (Requires Emission 1 Enabled)", Float) = 0
		[Toggle(EFFECT_HUE_VARIATION)] _EnableEmission1 ("Enable Emission 2", Float) = 0
		[HDR] _EmissionColor1 ("Emission Color", Vector) = (1,1,1,1)
		[Gradient] _EmissionMap1 ("Emission Map", 2D) = "white" {}
		[ToggleUI] _EmissionBaseColorAsMap1 ("Base Color as Map?", Float) = 0
		[Vector2] [HideInInspector] _EmissionMap1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _EmissionMap1UV ("UV", Float) = 0
		_EmissionMask1 ("Emission Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _EmissionMask1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _EmissionMask1UV ("UV", Float) = 0
		_EmissionStrength1 ("Emission Strength", Range(0, 20)) = 0
		[ToggleUI] _EmissionHueShiftEnabled1 ("Enable Hue Shift", Float) = 0
		_EmissionHueShift1 ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] m_start_CenterOutEmission1 ("Center Out Emission", Float) = 0
		[ToggleUI] [HideInInspector] _EmissionCenterOutEnabled1 ("Enable Center Out", Float) = 0
		_EmissionCenterOutSpeed1 ("Flow Speed", Float) = 5
		[HideInInspector] m_end_CenterOutEmission1 ("inward out emission", Float) = 0
		[HideInInspector] m_start_glowInDarkEmissionOptions1 ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
		[ToggleUI] [HideInInspector] _EnableGITDEmission1 ("Enable Glow In The Dark", Float) = 0
		[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh1 ("Lighting Type", Float) = 0
		_GITDEMinEmissionMultiplier1 ("Min Emission Multiplier", Range(0, 1)) = 1
		_GITDEMaxEmissionMultiplier1 ("Max Emission Multiplier", Range(0, 1)) = 0
		_GITDEMinLight1 ("Min Lighting", Range(0, 1)) = 0
		_GITDEMaxLight1 ("Max Lighting", Range(0, 1)) = 1
		[HideInInspector] m_end_glowInDarkEmissionOptions1 ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
		[HideInInspector] m_start_blinkingEmissionOptions1 ("Blinking Emission", Float) = 0
		[ToggleUI] [HideInInspector] _EmissionBlinkingEnabled1 ("Enable Blinking", Float) = 0
		_EmissiveBlink_Min1 ("Emissive Blink Min", Float) = 0
		_EmissiveBlink_Max1 ("Emissive Blink Max", Float) = 1
		_EmissiveBlink_Velocity1 ("Emissive Blink Velocity", Float) = 4
		_EmissionBlinkingOffset1 ("Offset", Float) = 0
		[HideInInspector] m_end_blinkingEmissionOptions1 ("Blinking Emission", Float) = 0
		[HideInInspector] m_start_scrollingEmissionOptions1 ("Scrolling Emission", Float) = 0
		[ToggleUI] [HideInInspector] _ScrollingEmission1 ("Enable Scrolling Emission", Float) = 0
		[ToggleUI] _EmissionScrollingUseCurve1 ("Use Curve", Float) = 0
		[Curve] _EmissionScrollingCurve1 ("Curve", 2D) = "white" {}
		[ToggleUI] _EmissionScrollingVertexColor1 ("VColor as position", Float) = 0
		_EmissiveScroll_Direction1 ("Direction", Vector) = (0,-10,0,0)
		_EmissiveScroll_Width1 ("Width", Float) = 10
		_EmissiveScroll_Velocity1 ("Velocity", Float) = 10
		_EmissiveScroll_Interval1 ("Interval", Float) = 20
		_EmissionScrollingOffset1 ("Offset", Float) = 0
		[HideInInspector] m_end_scrollingEmission1Options ("Scrolling Emission", Float) = 0
		[HideInInspector] m_end_emission1Options ("Emission / Glow 2", Float) = 0
		[HideInInspector] m_start_flipBook ("Flipbook", Float) = 0
		[Toggle(_SUNDISK_HIGH_QUALITY)] _EnableFlipbook ("Enable Flipbook", Float) = 0
		[ToggleUI] _FlipbookAlphaControlsFinalAlpha ("Flipbook Controls Alpha?", Float) = 0
		[ToggleUI] _FlipbookIntensityControlsAlpha ("Intensity Controls Alpha?", Float) = 0
		[ToggleUI] _FlipbookColorReplaces ("Color Replaces Flipbook", Float) = 0
		[TextureArray] _FlipbookTexArray ("Texture Array", 2DArray) = "" {}
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _FlipbookTexArrayUV ("UV", Float) = 0
		[Vector2] [HideInInspector] _FlipbookTexArrayPan ("Panning", Vector) = (0,0,0,0)
		_FlipbookMask ("Mask", 2D) = "white" {}
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _FlipbookMaskUV ("UV", Float) = 0
		[Vector2] [HideInInspector] _FlipbookMaskPan ("Panning", Vector) = (0,0,0,0)
		_FlipbookColor ("Color & alpha", Vector) = (1,1,1,1)
		_FlipbookTotalFrames ("Total Frames", Float) = 1
		_FlipbookFPS ("FPS", Float) = 30
		_FlipbookScaleOffset ("Scale | Offset", Vector) = (1,1,0,0)
		[ToggleUI] _FlipbookTiled ("Tiled?", Float) = 0
		_FlipbookEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		_FlipbookRotation ("Rotation", Range(0, 360)) = 0
		_FlipbookRotationSpeed ("Rotation Speed", Float) = 0
		_FlipbookReplace ("Replace", Range(0, 1)) = 1
		_FlipbookMultiply ("Multiply", Range(0, 1)) = 0
		_FlipbookAdd ("Add", Range(0, 1)) = 0
		[HideInInspector] m_start_manualFlipbookControl ("Manual Control", Float) = 0
		_FlipbookCurrentFrame ("Current Frame", Float) = -1
		[HideInInspector] m_end_manualFlipbookControl ("Manual Control", Float) = 0
		[HideInInspector] m_end_flipBook ("Flipbook", Float) = 0
		[HideInInspector] m_start_dissolve ("Dissolve", Float) = 0
		[Toggle(DISTORT)] _EnableDissolve ("Enable Dissolve", Float) = 0
		[Enum(Basic, 1, Point2Point, 2)] _DissolveType ("Dissolve Type", Float) = 1
		_DissolveEdgeWidth ("Edge Width", Range(0, 0.5)) = 0.025
		_DissolveEdgeHardness ("Edge Hardness", Range(0, 1)) = 0.5
		_DissolveEdgeColor ("Edge Color", Vector) = (1,1,1,1)
		[Gradient] _DissolveEdgeGradient ("Edge Gradient", 2D) = "white" {}
		_DissolveEdgeEmission ("Edge Emission", Range(0, 20)) = 0
		_DissolveTextureColor ("Dissolved Color", Vector) = (1,1,1,1)
		_DissolveToTexture ("Dissolved Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _DissolveToTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DissolveToTextureUV ("UV", Float) = 0
		_DissolveToEmissionStrength ("Dissolved Emission Strength", Range(0, 20)) = 0
		_DissolveNoiseTexture ("Dissolve Noise", 2D) = "white" {}
		[Vector2] [HideInInspector] _DissolveNoiseTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DissolveNoiseTextureUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _DissolveInvertNoise ("Invert?", Float) = 0
		_DissolveDetailNoise ("Dissolve Detail Noise", 2D) = "black" {}
		[Vector2] [HideInInspector] _DissolveDetailNoisePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DissolveDetailNoiseUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _DissolveInvertDetailNoise ("Invert?", Float) = 0
		_DissolveDetailStrength ("Dissolve Detail Strength", Range(0, 1)) = 0.1
		_DissolveAlpha ("Dissolve Alpha", Range(0, 1)) = 0
		_DissolveMask ("Dissolve Mask", 2D) = "white" {}
		[ToggleUI] _DissolveUseVertexColors ("VertexColor.g Mask", Float) = 0
		[Vector2] [HideInInspector] _DissolveMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DissolveMaskUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _DissolveMaskInvert ("Invert?", Float) = 0
		_ContinuousDissolve ("Continuous Dissolve Speed", Float) = 0
		[HideInInspector] m_start_dissolveMasking ("Effect Masking", Float) = 0
		[Enum(Undissolved, 0, Dissolved, 1, Both, 2)] _DissolveEmissionSide ("Emission 1", Float) = 2
		[Enum(Undissolved, 0, Dissolved, 1, Both, 2)] _DissolveEmission1Side ("Emission 2", Float) = 2
		[HideInInspector] m_end_dissolveMasking ("Effect Masking", Float) = 0
		[HideInInspector] m_start_pointToPoint ("point to point", Float) = 0
		[Enum(Local, 0, World, 1)] _DissolveP2PWorldLocal ("World/Local", Float) = 0
		_DissolveP2PEdgeLength ("Edge Length", Float) = 0.1
		[Vector3] _DissolveStartPoint ("Start Point", Vector) = (0,-1,0,0)
		[Vector3] _DissolveEndPoint ("End Point", Vector) = (0,1,0,0)
		[HideInInspector] m_end_pointToPoint ("Point To Point", Float) = 0
		[HideInInspector] m_start_BonusSliders ("Locked In Anim Sliders", Float) = 0
		_DissolveAlpha0 ("Dissolve Alpha 0", Range(-1, 1)) = 0
		_DissolveAlpha1 ("Dissolve Alpha 1", Range(-1, 1)) = 0
		_DissolveAlpha2 ("Dissolve Alpha 2", Range(-1, 1)) = 0
		_DissolveAlpha3 ("Dissolve Alpha 3", Range(-1, 1)) = 0
		_DissolveAlpha4 ("Dissolve Alpha 4", Range(-1, 1)) = 0
		_DissolveAlpha5 ("Dissolve Alpha 5", Range(-1, 1)) = 0
		_DissolveAlpha6 ("Dissolve Alpha 6", Range(-1, 1)) = 0
		_DissolveAlpha7 ("Dissolve Alpha 7", Range(-1, 1)) = 0
		_DissolveAlpha8 ("Dissolve Alpha 8", Range(-1, 1)) = 0
		_DissolveAlpha9 ("Dissolve Alpha 9", Range(-1, 1)) = 0
		[HideInInspector] m_end_BonusSliders ("Locked In Sliders", Float) = 0
		[HideInInspector] m_end_dissolve ("Dissolve", Float) = 0
		[HideInInspector] m_start_panosphereOptions ("Panosphere / Cubemaps", Float) = 0
		[Toggle(_DETAIL_MULX2)] _PanoToggle ("Enable Panosphere", Float) = 0
		[ToggleUI] _PanoInfiniteStereoToggle ("Infinite Stereo", Float) = 0
		_PanosphereColor ("Color", Vector) = (1,1,1,1)
		_PanosphereTexture ("Texture", 2D) = "white" {}
		_PanoMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _PanoMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _PanoMaskUV ("UV", Float) = 0
		_PanoEmission ("Emission Strength", Range(0, 10)) = 0
		_PanoBlend ("Alpha", Range(0, 1)) = 0
		[Vector3] _PanospherePan ("Pan Speed", Vector) = (0,0,0,0)
		[ToggleUI] _PanoCubeMapToggle ("Use Cubemap", Float) = 0
		[TextureNoSO] _PanoCubeMap ("CubeMap", Cube) = "" {}
		[HideInInspector] m_end_panosphereOptions ("Panosphere / Cubemaps", Float) = 0
		[HideInInspector] m_start_glitter ("Glitter / Sparkle", Float) = 0
		[Toggle(_SUNDISK_SIMPLE)] _GlitterEnable ("Enable Glitter?", Float) = 0
		[Enum(Angle, 0, Linear Emission, 1)] _GlitterMode ("Mode", Float) = 0
		[Enum(Circle, 0, Square, 1)] _GlitterShape ("Shape", Float) = 0
		[Enum(Add, 0, Replace, 1)] _GlitterBlendType ("Blend Mode", Float) = 0
		[HDR] _GlitterColor ("Color", Vector) = (1,1,1,1)
		_GlitterUseSurfaceColor ("Use Surface Color", Range(0, 1)) = 0
		_GlitterColorMap ("Glitter Color Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _GlitterColorMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _GlitterColorMapUV ("UV", Float) = 0
		[Vector2] [HideInInspector] _GlitterPan ("Panning", Vector) = (0,0,0,0)
		_GlitterMask ("Glitter Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _GlitterMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _GlitterMaskUV ("UV", Float) = 0
		_GlitterTexture ("Glitter Texture--{reference_properties:[_GlitterTexturePan]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _GlitterTexturePan ("Panning", Vector) = (0,0,0,0)
		_GlitterTextureRotation ("Rotation Speed", Float) = 0
		_GlitterFrequency ("Glitter Density", Float) = 300
		_GlitterJitter ("Glitter Jitter", Range(0, 1)) = 1
		_GlitterSpeed ("Glitter Speed", Float) = 10
		_GlitterSize ("Glitter Size", Range(0, 1)) = 0.3
		_GlitterContrast ("Glitter Contrast--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(1, 1000)) = 300
		_GlitterAngleRange ("Glitter Angle Range--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(0, 90)) = 90
		_GlitterMinBrightness ("Glitter Min Brightness", Range(0, 1)) = 0
		_GlitterBrightness ("Glitter Max Brightness", Range(0, 40)) = 3
		_GlitterBias ("Glitter Bias--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(0, 1)) = 0.8
		_GlitterCenterSize ("dim light--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_GlitterMode==1},condition2:{type:PROPERTY_BOOL,data:_GlitterShape==1}}}", Range(0, 1)) = 0.08
		_glitterFrequencyLinearEmissive ("Frequency--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==1}}", Range(0, 100)) = 20
		_GlitterJaggyFix ("Jaggy Fix--{condition_show:{type:PROPERTY_BOOL,data:_GlitterShape==1}}", Range(0, 0.1)) = 0
		[HideInInspector] m_start_glitterRandom ("Random Things", Float) = 0
		[ToggleUI] _GlitterRandomColors ("Random Colors", Float) = 0
		[MultiSlider] _GlitterMinMaxSaturation ("Saturation Range", Vector) = (0.8,1,0,1)
		[MultiSlider] _GlitterMinMaxBrightness ("Brightness Range", Vector) = (0.8,1,0,1)
		[ToggleUI] _GlitterRandomSize ("Random Size?", Float) = 0
		[MultiSlider] _GlitterMinMaxSize ("Size Range", Vector) = (0.1,0.5,0,1)
		[ToggleUI] _GlitterRandomRotation ("Random Tex Rotation", Float) = 0
		[HideInInspector] m_end_glitterRandom ("Random Colors", Float) = 0
		[HideInInspector] m_end_glitter ("Glitter / Sparkle", Float) = 0
		[HideInInspector] m_start_Text ("MSDF Text Overlay", Float) = 0
		_TextGlyphs ("Font Array", 2D) = "black" {}
		_TextPixelRange ("Pixel Range", Float) = 4
		[Toggle(EFFECT_BUMP)] _TextEnabled ("Text?", Float) = 0
		[HideInInspector] m_start_TextFPS ("FPS", Float) = 0
		[ToggleUI] _TextFPSEnabled ("FPS Text?", Float) = 0
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _TextFPSUV ("FPS UV", Float) = 0
		_TextFPSColor ("Color", Vector) = (1,1,1,1)
		_TextFPSEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[Vector2] _TextFPSOffset ("Offset", Vector) = (0,0,0,0)
		_TextFPSRotation ("Rotation", Range(0, 360)) = 0
		[Vector2] _TextFPSScale ("Scale", Vector) = (1,1,1,1)
		_TextFPSPadding ("Padding Reduction", Vector) = (0,0,0,0)
		[HideInInspector] m_end_TextFPS ("FPS", Float) = 0
		[HideInInspector] m_start_TextPosition ("Position", Float) = 0
		[ToggleUI] _TextPositionEnabled ("Position Text?", Float) = 0
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _TextPositionUV ("Position UV", Float) = 0
		_TextPositionColor ("Color", Vector) = (1,0,1,1)
		_TextPositionEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[Vector2] _TextPositionOffset ("Offset", Vector) = (0,0,0,0)
		_TextPositionRotation ("Rotation", Range(0, 360)) = 0
		[Vector2] _TextPositionScale ("Scale", Vector) = (1,1,1,1)
		_TextPositionPadding ("Padding Reduction", Vector) = (0,0,0,0)
		[HideInInspector] m_end_TextPosition ("Position", Float) = 0
		[HideInInspector] m_start_TextInstanceTime ("Instance Time", Float) = 0
		[ToggleUI] _TextTimeEnabled ("Time Text?", Float) = 0
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _TextTimeUV ("Time UV", Float) = 0
		_TextTimeColor ("Color", Vector) = (1,0,1,1)
		_TextTimeEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[Vector2] _TextTimeOffset ("Offset", Vector) = (0,0,0,0)
		_TextTimeRotation ("Rotation", Range(0, 360)) = 0
		[Vector2] _TextTimeScale ("Scale", Vector) = (1,1,1,1)
		_TextTimePadding ("Padding Reduction", Vector) = (0,0,0,0)
		[HideInInspector] m_end_TextInstanceTime ("Instance Time", Float) = 0
		[HideInInspector] m_end_Text ("MSDF Text Overlay", Float) = 0
		[HideInInspector] m_start_mirrorOptions ("Mirror", Float) = 0
		[Toggle(_REQUIRE_UV2)] _EnableMirrorOptions ("Enable Mirror Options", Float) = 0
		[Enum(ShowInBoth, 0, ShowOnlyInMirror, 1, DontShowInMirror, 2)] _Mirror ("Show in mirror", Float) = 0
		[ToggleUI] _EnableMirrorTexture ("Enable Mirror Texture", Float) = 0
		_MirrorTexture ("Mirror Tex", 2D) = "white" {}
		[Vector2] [HideInInspector] _MirrorTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MirrorTextureUV ("UV", Float) = 0
		[HideInInspector] m_end_mirrorOptions ("Mirror", Float) = 0
		[HideInInspector] m_start_distanceFade ("Distance Fade", Float) = 0
		_MainMinAlpha ("Minimum Alpha", Range(0, 1)) = 0
		_MainFadeTexture ("Fade Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _MainFadeTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MainFadeTextureUV ("UV", Float) = 0
		[Vector2] _MainDistanceFade ("Distance Fade X to Y", Vector) = (0,0,0,0)
		[HideInInspector] m_end_distanceFade ("Distance Fade", Float) = 0
		[HideInInspector] m_start_angularFade ("Angular Fade", Float) = 0
		[Toggle(_SUNDISK_NONE)] _EnableRandom ("Enable Angular Fade", Float) = 0
		[Enum(Camera Face Model, 0, Model Face Camera, 1, Face Each Other, 2)] _AngleType ("Angle Type", Float) = 0
		[Enum(Model, 0, Vertex, 1)] _AngleCompareTo ("Model or Vert Positon", Float) = 0
		[Vector3] _AngleForwardDirection ("Forward Direction", Vector) = (0,0,1,0)
		_CameraAngleMin ("Camera Angle Min", Range(0, 180)) = 45
		_CameraAngleMax ("Camera Angle Max", Range(0, 180)) = 90
		_ModelAngleMin ("Model Angle Min", Range(0, 180)) = 45
		_ModelAngleMax ("Model Angle Max", Range(0, 180)) = 90
		_AngleMinAlpha ("Min Alpha", Range(0, 1)) = 0
		[HideInInspector] m_end_angularFade ("Angular Fade", Float) = 0
		[HideInInspector] m_start_distortionFlow ("UV Distortion", Float) = 0
		[Toggle(USER_LUT)] _EnableDistortion ("Enabled?", Float) = 0
		_DistortionMask ("Mask--{reference_properties:[_DistortionMaskPan, _DistortionMaskUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _DistortionMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] [HideInInspector] _DistortionMaskUV ("UV", Float) = 0
		_DistortionFlowTexture ("Distortion Texture 1", 2D) = "black" {}
		_DistortionFlowTexture1 ("Distortion Texture 2", 2D) = "black" {}
		_DistortionStrength ("Strength1", Float) = 0.5
		_DistortionStrength1 ("Strength2", Float) = 0.5
		[Vector2] _DistortionSpeed ("Speed1", Vector) = (0.5,0.5,0,0)
		[Vector2] _DistortionSpeed1 ("Speed2", Vector) = (0.5,0.5,0,0)
		[HideInInspector] m_end_distortionFlow ("UV Distortion", Float) = 0
		[HideInInspector] m_outlineOptions ("Outlines", Float) = 0
		[ToggleUI] _commentIfZero_EnableOutlinePass ("Enable Outlines", Float) = 0
		[Enum(Basic, 0, Tint, 1, Rim Light, 2, Directional, 3, DropShadow, 4)] _OutlineMode ("Mode", Float) = 0
		_OutlineTintMix ("Tint Mix--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==1}}", Range(0, 1)) = 0
		_OutlineRimLightBlend ("Rim Light Blend--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==2}}", Range(0, 1)) = 0
		_OutlinePersonaDirection ("directional Offset XY--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==3}}", Vector) = (1,0,0,0)
		_OutlineDropShadowOffset ("Drop Direction XY--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==4}}", Vector) = (1,0,0,0)
		[ToggleUI] _OutlineFixedSize ("Fixed Size?", Float) = 0
		[Enum(Off, 0, Normals, 1, Mask VC.r, 2)] _OutlineUseVertexColors ("Vertex Color", Float) = 0
		[ToggleUI] _OutlineLit ("Enable Lighting", Float) = 1
		_LineWidth ("Width", Float) = 0
		_LineColor ("Color", Vector) = (1,1,1,1)
		_OutlineEmission ("Outline Emission", Float) = 0
		_OutlineTexture ("Outline Texture--{reference_properties:[_OutlineTexturePan, _OutlineTextureUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _OutlineTexturePan ("Outline Texture Pan", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _OutlineTextureUV ("UV", Float) = 0
		_OutlineMask ("Outline Mask--{reference_properties:[_OutlineMaskPan, _OutlineMaskUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _OutlineMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _OutlineMaskUV ("UV", Float) = 0
		_OutlineShadowStrength ("Shadow Strength", Range(0, 1)) = 1
		[HideInInspector] m_start_outlineAdvanced ("Advanced", Float) = 0
		[Vector2] _OutlineFadeDistance ("Outline distance Fade", Vector) = (0,0,0,0)
		[Enum(UnityEngine.Rendering.CullMode)] _OutlineCull ("Cull", Float) = 1
		_OutlineOffsetFactor ("Offset Factor", Float) = 0
		_OutlineOffsetUnits ("Offset Units", Float) = 0
		[HideInInspector] m_end_outlineAdvanced ("Advanced", Float) = 0
		[HideInInspector] m_ParallaxMap ("Parallax", Float) = 0
		[Toggle(_PARALLAXMAP)] _ParallaxMap ("Enable Parallax FX", Float) = 0
		[ToggleUI] _ParallaxHeightMapEnabled ("Enable Parallax Height", Float) = 0
		[ToggleUI] _ParallaxInternalMapEnabled ("Enable Parallax Internal", Float) = 0
		[HideInInspector] m_start_parallaxHeightmap ("Heightmap", Float) = 0
		[Vector2] _ParallaxHeightMapPan ("Pan", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _ParallaxUV ("Parallax UV", Float) = 0
		_ParallaxHeightMap ("Height Map", 2D) = "black" {}
		_ParallaxHeightMapMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _ParallaxHeightMapMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _ParallaxHeightMapMaskUV ("UV", Float) = 0
		_ParallaxStrength ("Parallax Strength", Range(0, 1)) = 0
		[HideInInspector] m_end_parallaxHeightmap ("Heightmap", Float) = 0
		[HideInInspector] m_start_parallaxInternal ("Internal", Float) = 0
		[Enum(Basic, 0, HeightMap, 1)] _ParallaxInternalHeightmapMode ("Parallax Mode", Float) = 0
		[ToggleUI] _ParallaxInternalHeightFromAlpha ("HeightFromAlpha", Float) = 0
		_ParallaxInternalMap ("Internal Map", 2D) = "black" {}
		_ParallaxInternalMapMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _ParallaxInternalMapMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _ParallaxInternalMapMaskUV ("UV", Float) = 0
		_ParallaxInternalIterations ("Parallax Internal Iterations", Range(1, 50)) = 1
		_ParallaxInternalMinDepth ("Min Depth", Float) = 0
		_ParallaxInternalMaxDepth ("Max Depth", Float) = 1
		_ParallaxInternalMinFade ("Min Depth Brightness", Range(0, 5)) = 0
		_ParallaxInternalMaxFade ("Max Depth Brightness", Range(0, 5)) = 1
		_ParallaxInternalMinColor ("Min Depth Color", Vector) = (1,1,1,1)
		_ParallaxInternalMaxColor ("Max Depth Color", Vector) = (1,1,1,1)
		[Vector2] _ParallaxInternalPanSpeed ("Pan Speed", Vector) = (0,0,0,0)
		[Vector2] _ParallaxInternalPanDepthSpeed ("Per Level Speed Multiplier", Vector) = (0,0,0,0)
		[HideInInspector] m_end_parallaxInternal ("Internal", Float) = 0
		[HideInInspector] m_start_parallaxAdvanced ("Advanced", Float) = 0
		_ParallaxBias ("Parallax Bias (0.42)", Float) = 0.42
		[HideInInspector] m_end_parallaxAdvanced ("Advanced", Float) = 0
		[HideInInspector] m_renderingOptions ("Rendering Options", Float) = 0
		[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
		[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
		[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 1
		[Enum(Thry.ColorMask)] _ColorMask ("Color Mask", Float) = 15
		_OffsetFactor ("Offset Factor", Float) = 0
		_OffsetUnits ("Offset Units", Float) = 0
		[ToggleUI] _IgnoreFog ("Ignore Fog", Float) = 0
		[HideInInspector] Instancing ("Instancing", Float) = 0
		[HideInInspector] m_start_blending ("Blending", Float) = 0
		[Enum(Thry.BlendOp)] _BlendOp ("RGB Blend Op", Float) = 0
		[Enum(Thry.BlendOp)] _BlendOpAlpha ("Alpha Blend Op", Float) = 0
		[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Source Blend", Float) = 1
		[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Destination Blend", Float) = 0
		[HideInInspector] m_end_blending ("Blending", Float) = 0
		[HideInInspector] m_start_StencilPassOptions ("Stencil", Float) = 0
		[IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0
		[IntRange] _StencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
		[IntRange] _StencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op", Float) = 0
		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function", Float) = 8
		[HideInInspector] m_end_StencilPassOptions ("Stencil", Float) = 0
		[HideInInspector] m_start_OutlineStencil ("Outline Stencil--{is_hideable:true, condition_show:{type:PROPERTY_BOOL,data:_commentIfZero_EnableOutlinePass==1}}", Float) = 0
		[IntRange] _OutlineStencilRef ("Stencil Reference Value", Range(0, 255)) = 0
		[IntRange] _OutlineStencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
		[IntRange] _OutlineStencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
		[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilPassOp ("Stencil Pass Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFailOp ("Stencil Fail Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilZFailOp ("Stencil ZFail Op", Float) = 0
		[Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilCompareFunction ("Stencil Compare Function", Float) = 8
		[HideInInspector] m_end_OutlineStencil ("Outline Stencil", Float) = 0
		[HideInInspector] m_start_debugOptions ("Debug", Float) = 0
		[Toggle(_COLOROVERLAY_ON)] [HideInInspector] _DebugEnabled ("Display Debug Info", Float) = 0
		_VertexUnwrap ("Unwrap", Range(0, 1)) = 0
		[Enum(Off, 0, Vertex Normal, 1, Pixel Normal, 2, Tangent, 3, Binormal, 4, Local 0 Distance, 5)] _DebugMeshData ("Mesh Data", Float) = 0
		[Enum(Off, 0, Attenuation, 1, Direct Lighting, 2, Indirect Lighting, 3, light Map, 4, Ramped Light Map, 5, Final Lighting, 6)] _DebugLightingData ("Lighting Data", Float) = 0
		[Enum(Off, 0, View Dir, 1, Tangent View Dir, 2, Forward Dir, 3, WorldPos, 4, View Dot Normal, 5)] _DebugCameraData ("Camera Data", Float) = 0
		[HideInInspector] m_end_debugOptions ("Debug", Float) = 0
		[HideInInspector] _ColorAnimated ("Color & Alpha", Float) = 0
		[HideInInspector] _MainTexAnimated ("Texture", Float) = 0
		[HideInInspector] _MainTex_STAnimated ("Texture Offset/Scale", Float) = 0
		[HideInInspector] _MainTexPanAnimated ("Panning", Float) = 0
		[HideInInspector] _MainTextureUVAnimated ("UV", Float) = 0
		[HideInInspector] _SaturationAnimated ("Saturation", Float) = 0
		[HideInInspector] _MainVertexColoringAnimated ("Use Vertex Color", Float) = 0
		[HideInInspector] _MainUseVertexColorAlphaAnimated ("Use Vertex Alpha", Float) = 0
		[HideInInspector] _MainEmissionStrengthAnimated ("Basic Emission", Float) = 0
		[HideInInspector] _BumpMapAnimated ("Normal Map", Float) = 0
		[HideInInspector] _BumpMapUVAnimated ("UV", Float) = 0
		[HideInInspector] _BumpMapPanAnimated ("Panning", Float) = 0
		[HideInInspector] _BumpScaleAnimated ("Normal Intensity", Float) = 0
		[HideInInspector] _AlphaMaskAnimated ("Alpha Map", Float) = 0
		[HideInInspector] _AlphaMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _AlphaMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _MainHueShiftToggleAnimated ("Toggle Hueshift", Float) = 0
		[HideInInspector] _MainHueShiftReplaceAnimated ("Replace?", Float) = 0
		[HideInInspector] _MainHueShiftAnimated ("Hue Shift", Float) = 0
		[HideInInspector] _MainHueShiftSpeedAnimated ("Shift Speed", Float) = 0
		[HideInInspector] _MainHueShiftMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _MainHueShiftMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _MainHueShiftMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _RGBMaskEnabledAnimated ("RGB Mask Enabled", Float) = 0
		[HideInInspector] _RGBUseVertexColorsAnimated ("Use Vertex Colors", Float) = 0
		[HideInInspector] _RGBBlendMultiplicativeAnimated ("Multiplicative?", Float) = 0
		[HideInInspector] _RGBMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _RGBMaskPanningAnimated ("Panning", Float) = 0
		[HideInInspector] _RGBMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _RedColorAnimated ("R Color", Float) = 0
		[HideInInspector] _RedTexureAnimated ("R Texture", Float) = 0
		[HideInInspector] _RGBRedPanningAnimated ("Panning", Float) = 0
		[HideInInspector] _RGBRed_UVAnimated ("UV", Float) = 0
		[HideInInspector] _GreenColorAnimated ("G Color", Float) = 0
		[HideInInspector] _GreenTextureAnimated ("G Texture", Float) = 0
		[HideInInspector] _RGBGreenPanningAnimated ("Panning", Float) = 0
		[HideInInspector] _RGBGreen_UVAnimated ("UV", Float) = 0
		[HideInInspector] _BlueColorAnimated ("B Color", Float) = 0
		[HideInInspector] _BlueTextureAnimated ("B Texture", Float) = 0
		[HideInInspector] _RGBBluePanningAnimated ("Panning", Float) = 0
		[HideInInspector] _RGBBlue_UVAnimated ("UV", Float) = 0
		[HideInInspector] _RGBNormalBlendAnimated ("UV", Float) = 0
		[HideInInspector] _DetailMaskAnimated ("Detail Mask (R:Texture, G:Normal)", Float) = 0
		[HideInInspector] _DetailMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _DetailMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _DetailTintAnimated ("Detail Texture Tint", Float) = 0
		[HideInInspector] _DetailTexAnimated ("Detail Texture", Float) = 0
		[HideInInspector] _DetailTexPanAnimated ("Panning", Float) = 0
		[HideInInspector] _DetailTexUVAnimated ("UV", Float) = 0
		[HideInInspector] _DetailTexIntensityAnimated ("Detail Tex Intensity", Float) = 0
		[HideInInspector] _DetailBrightnessAnimated ("Detail Brightness:", Float) = 0
		[HideInInspector] _DetailNormalMapAnimated ("Detail Normal", Float) = 0
		[HideInInspector] _DetailNormalMapScaleAnimated ("Detail Normal Intensity", Float) = 0
		[HideInInspector] _DetailNormalMapPanAnimated ("Panning", Float) = 0
		[HideInInspector] _DetailNormalMapUVAnimated ("UV", Float) = 0
		[HideInInspector] _VertexManipulationLocalTranslationAnimated ("Local Translation", Float) = 0
		[HideInInspector] _VertexManipulationLocalRotationAnimated ("Local Rotation", Float) = 0
		[HideInInspector] _VertexManipulationLocalScaleAnimated ("Local Scale", Float) = 0
		[HideInInspector] _VertexManipulationWorldTranslationAnimated ("World Translation", Float) = 0
		[HideInInspector] _VertexManipulationHeightAnimated ("Vertex Height", Float) = 0
		[HideInInspector] _VertexManipulationHeightMaskAnimated ("Height Map", Float) = 0
		[HideInInspector] _VertexManipulationHeightPanAnimated ("Panning", Float) = 0
		[HideInInspector] _VertexManipulationHeightUVAnimated ("UV", Float) = 0
		[HideInInspector] _VertexManipulationHeightBiasAnimated ("Mask Bias", Float) = 0
		[HideInInspector] _VertexRoundingEnabledAnimated ("Rounding Enabled", Float) = 0
		[HideInInspector] _VertexRoundingDivisionAnimated ("Division Amount", Float) = 0
		[HideInInspector] _AlphaModAnimated ("Alpha Mod", Float) = 0
		[HideInInspector] _CutoffAnimated ("Alpha Cuttoff", Float) = 0
		[HideInInspector] _DitheringEnabledAnimated ("Enable Dithering", Float) = 0
		[HideInInspector] _DitherGradientAnimated ("Dither Gradient", Float) = 0
		[HideInInspector] _ForceOpaqueAnimated ("Force Opaque", Float) = 0
		[HideInInspector] _MainShadowClipModAnimated ("Shadow Clip Mod", Float) = 0
		[HideInInspector] _AlphaToMaskAnimated ("Alpha To Coverage", Float) = 0
		[HideInInspector] _MainAlphaToCoverageAnimated ("Sharpenned A2C", Float) = 0
		[HideInInspector] _AlphaPremultiplyAnimated ("Alpha Premultiply", Float) = 0
		[HideInInspector] _MainMipScaleAnimated ("Mip Level Alpha Scale", Float) = 0
		[HideInInspector] _DecalEnabledAnimated ("Enable", Float) = 0
		[HideInInspector] _DecalColorAnimated ("Color", Float) = 0
		[HideInInspector] _DecalEmissionStrengthAnimated ("Color", Float) = 0
		[HideInInspector] _DecalTextureAnimated ("Decal", Float) = 0
		[HideInInspector] _DecalTexturePanAnimated ("Panning", Float) = 0
		[HideInInspector] _DecalTextureUVAnimated ("UV", Float) = 0
		[HideInInspector] _DecalMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _DecalMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _DecalMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _DecalTiledAnimated ("Tiled?", Float) = 0
		[HideInInspector] _DecalScaleAnimated ("Scale", Float) = 0
		[HideInInspector] _DecalPositionAnimated ("Position", Float) = 0
		[HideInInspector] _DecalRotationAnimated ("Rotation", Float) = 0
		[HideInInspector] _DecalRotationSpeedAnimated ("Rotation Speed", Float) = 0
		[HideInInspector] _DecalBlendAddAnimated ("Add", Float) = 0
		[HideInInspector] _DecalBlendMultiplyAnimated ("Multiply", Float) = 0
		[HideInInspector] _DecalBlendReplaceAnimated ("Replace", Float) = 0
		[HideInInspector] _EnableLightingAnimated ("Enable Lighting", Float) = 0
		[HideInInspector] _LightingModeAnimated ("Lighting Type", Float) = 0
		[HideInInspector] _LightingStandardSmoothnessAnimated ("Smoothness", Float) = 0
		[HideInInspector] _LightingShadingEnabledAnimated ("Enable Shading-", Float) = 0
		[HideInInspector] _LightingRampTypeAnimated ("Ramp Type", Float) = 0
		[HideInInspector] _ToonRampAnimated ("Lighting Ramp", Float) = 0
		[HideInInspector] _LightingShadowMaskAnimated ("Ramp Mask", Float) = 0
		[HideInInspector] _LightingShadowMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _LightingShadowMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _ShadowOffsetAnimated ("Ramp Offset", Float) = 0
		[HideInInspector] _LightingGradientStartAnimated ("Gradient Start", Float) = 0
		[HideInInspector] _LightingGradientEndAnimated ("Gradient End", Float) = 0
		[HideInInspector] _LightingShadowColorAnimated ("Shadow Tint", Float) = 0
		[HideInInspector] _ShadowStrengthAnimated ("Shadow Strength", Float) = 0
		[HideInInspector] _AttenuationMultiplierAnimated ("Unity Shadows", Float) = 0
		[HideInInspector] _LightingIgnoreAmbientColorAnimated ("Ignore Ambient Color", Float) = 0
		[HideInInspector] _LightingDirectColorModeAnimated ("D Color", Float) = 0
		[HideInInspector] _LightingIndirectColorModeAnimated ("I Color?", Float) = 0
		[HideInInspector] _LightingMonochromaticAnimated ("Monochromatic Lighting?", Float) = 0
		[HideInInspector] _LightingUncappedAnimated ("Uncapped Lighting", Float) = 0
		[HideInInspector] _LightingOnlyUnityShadowsAnimated ("Only Unity Shadows", Float) = 0
		[HideInInspector] _LightingMinLightBrightnessAnimated ("Min Brightnes", Float) = 0
		[HideInInspector] _LightingMinShadowBrightnessRatioAnimated ("Shadow:Light min Ratio", Float) = 0
		[HideInInspector] _LightingDetailShadowsEnabledAnimated ("Enabled Detail Shadows?", Float) = 0
		[HideInInspector] _LightingDetailShadowsAnimated ("Detail Shadows", Float) = 0
		[HideInInspector] _LightingDetailShadowsPanAnimated ("Panning", Float) = 0
		[HideInInspector] _LightingDetailShadowsUVAnimated ("UV", Float) = 0
		[HideInInspector] _LightingDetailStrengthAnimated ("Detail Strength", Float) = 0
		[HideInInspector] _LightingEnableAOAnimated ("Enable AO", Float) = 0
		[HideInInspector] _LightingAOTexAnimated ("AO Map", Float) = 0
		[HideInInspector] _LightingAOTexPanAnimated ("Panning", Float) = 0
		[HideInInspector] _LightingAOTexUVAnimated ("UV", Float) = 0
		[HideInInspector] _AOStrengthAnimated ("AO Strength", Range(0, 1)) = 0
		[HideInInspector] _UseShadowTextureAnimated ("EnableShadowTexture", Float) = 0
		[HideInInspector] _LightingShadowTextureAnimated ("Shadow Texture", Float) = 0
		[HideInInspector] _LightingShadowTexturePanAnimated ("Panning", Float) = 0
		[HideInInspector] _LightingShadowTextureUVAnimated ("UV", Float) = 0
		[HideInInspector] _LightingEnableHSLAnimated ("Enabled HSL Lighting", Float) = 0
		[HideInInspector] _LightingHSLIntensityAnimated ("Shadow HSL Intensity", Float) = 0
		[HideInInspector] _LightingShadowHueAnimated ("Shadow Hue Change", Float) = 0
		[HideInInspector] _LightingShadowSaturationAnimated ("Shadow Saturation Change", Float) = 0
		[HideInInspector] _LightingShadowLightnessAnimated ("Shadow Lightness Change", Float) = 0
		[HideInInspector] _commentIfZero_LightingAdditiveEnableAnimated ("Enable Additive", Float) = 0
		[HideInInspector] _LightingAdditiveTypeAnimated ("Lighting Type", Float) = 0
		[HideInInspector] _LightingAdditiveGradientStartAnimated ("Gradient Start", Float) = 0
		[HideInInspector] _LightingAdditiveGradientEndAnimated ("Gradient End", Float) = 0
		[HideInInspector] _LightingAdditivePassthroughAnimated ("Point Light Passthrough", Float) = 0
		[HideInInspector] _LightingAdditiveDetailStrengthAnimated ("Detail Shadow Strength", Float) = 0
		[HideInInspector] _LightingAdditiveLimitIntensityAnimated ("Limit Intensity", Float) = 0
		[HideInInspector] _LightingAdditiveMaxIntensityAnimated ("Max Intensity", Float) = 0
		[HideInInspector] _EnableSSSAnimated ("Enable Subsurface Scattering", Float) = 0
		[HideInInspector] _SSSColorAnimated ("Subsurface Color", Float) = 0
		[HideInInspector] _SSSThicknessMapAnimated ("Thickness Map", Float) = 0
		[HideInInspector] _SSSThicknessMapPanAnimated ("Panning", Float) = 0
		[HideInInspector] _SSSThicknessMapUVAnimated ("UV", Float) = 0
		[HideInInspector] _SSSThicknessModAnimated ("Thickness mod", Float) = 0
		[HideInInspector] _SSSSCaleAnimated ("Light Strength", Float) = 0
		[HideInInspector] _SSSPowerAnimated ("Light Spread", Float) = 0
		[HideInInspector] _SSSDistortionAnimated ("Light Distortion", Float) = 0
		[HideInInspector] _EnableRimLightingAnimated ("Enable Rim Lighting", Float) = 0
		[HideInInspector] _RimLightNormalAnimated ("Normal Select", Float) = 0
		[HideInInspector] _RimLightingInvertAnimated ("Invert Rim Lighting", Float) = 0
		[HideInInspector] _RimLightColorAnimated ("Rim Color", Float) = 0
		[HideInInspector] _RimWidthAnimated ("Rim Width", Float) = 0
		[HideInInspector] _RimSharpnessAnimated ("Rim Sharpness", Float) = 0
		[HideInInspector] _RimStrengthAnimated ("Rim Emission", Float) = 0
		[HideInInspector] _RimBrightenAnimated ("Rim Color Brighten", Float) = 0
		[HideInInspector] _RimLightColorBiasAnimated ("Rim Color Bias", Float) = 0
		[HideInInspector] _RimTexAnimated ("Rim Texture", Float) = 0
		[HideInInspector] _RimTexPanAnimated ("Panning", Float) = 0
		[HideInInspector] _RimTexUVAnimated ("UV", Float) = 0
		[HideInInspector] _RimMaskAnimated ("Rim Mask", Float) = 0
		[HideInInspector] _RimMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _RimMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _RimWidthNoiseTextureAnimated ("Rim Width Noise", Float) = 0
		[HideInInspector] _RimWidthNoiseTexturePanAnimated ("Panning", Float) = 0
		[HideInInspector] _RimWidthNoiseTextureUVAnimated ("UV", Float) = 0
		[HideInInspector] _RimWidthNoiseStrengthAnimated ("Intensity", Float) = 0
		[HideInInspector] _ShadowMixAnimated ("Shadow Mix In", Float) = 0
		[HideInInspector] _ShadowMixThresholdAnimated ("Shadow Mix Threshold", Float) = 0
		[HideInInspector] _ShadowMixWidthModAnimated ("Shadow Mix Width Mod", Float) = 0
		[HideInInspector] _EnableEnvironmentalRimAnimated ("Enable Environmental Rim", Float) = 0
		[HideInInspector] _RimEnviroMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _RimEnviroMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _RimEnviroMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _RimEnviroBlurAnimated ("Blur", Float) = 0
		[HideInInspector] _RimEnviroWidthAnimated ("Rim Width", Float) = 0
		[HideInInspector] _RimEnviroSharpnessAnimated ("Rim Sharpness", Float) = 0
		[HideInInspector] _RimEnviroMinBrightnessAnimated ("Min Brightness Threshold", Float) = 0
		[HideInInspector] _RimEnviroIntensityAnimated ("Intensity", Float) = 0
		[HideInInspector] _EnableMetallicAnimated ("Enable Metallics", Float) = 0
		[HideInInspector] _CubeMapAnimated ("Baked CubeMap", Float) = 0
		[HideInInspector] _SampleWorldAnimated ("Force Baked Cubemap", Float) = 0
		[HideInInspector] _MetalReflectionTintAnimated ("Reflection Tint", Float) = 0
		[HideInInspector] _MetallicTintMapAnimated ("Tint Map", Float) = 0
		[HideInInspector] _MetallicTintMapPanAnimated ("Panning", Float) = 0
		[HideInInspector] _MetallicTintMapUVAnimated ("UV", Float) = 0
		[HideInInspector] _MetallicMaskAnimated ("Metallic Mask", Float) = 0
		[HideInInspector] _MetallicMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _MetallicMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _MetallicAnimated ("Metallic", Float) = 0
		[HideInInspector] _SmoothnessMaskAnimated ("Smoothness Map", Float) = 0
		[HideInInspector] _SmoothnessMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _SmoothnessMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _InvertSmoothnessAnimated ("Invert Smoothness Map", Float) = 0
		[HideInInspector] _SmoothnessAnimated ("Smoothness", Float) = 0
		[HideInInspector] _EnableClearCoatAnimated ("Enable Clear Coat", Float) = 0
		[HideInInspector] _ClearCoatNormalToUseAnimated ("What Normal?", Float) = 0
		[HideInInspector] _ClearCoatCubeMapAnimated ("Baked CubeMap", Float) = 0
		[HideInInspector] _ClearCoatSampleWorldAnimated ("Force Baked Cubemap", Float) = 0
		[HideInInspector] _ClearCoatTintAnimated ("Reflection Tint", Float) = 0
		[HideInInspector] _ClearCoatMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _ClearCoatMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _ClearCoatMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _ClearCoatAnimated ("Clear Coat", Float) = 0
		[HideInInspector] _ClearCoatSmoothnessMapAnimated ("Smoothness Map", Float) = 0
		[HideInInspector] _ClearCoatSmoothnessMapPanAnimated ("Panning", Float) = 0
		[HideInInspector] _ClearCoatSmoothnessMapUVAnimated ("UV", Float) = 0
		[HideInInspector] _ClearCoatInvertSmoothnessAnimated ("Invert Smoothness Map", Float) = 0
		[HideInInspector] _ClearCoatSmoothnessAnimated ("Smoothness", Float) = 0
		[HideInInspector] _ClearCoatForceLightingAnimated ("Force Lighting", Float) = 0
		[HideInInspector] _MatcapEnableAnimated ("Enable Matcap", Float) = 0
		[HideInInspector] _MatcapColorAnimated ("Color", Float) = 0
		[HideInInspector] _MatcapAnimated ("Matcap", Float) = 0
		[HideInInspector] _MatcapBorderAnimated ("Border", Float) = 0
		[HideInInspector] _MatcapMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _MatcapMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _MatcapMaskInvertAnimated ("Invert", Float) = 0
		[HideInInspector] _MatcapMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _MatcapEmissionStrengthAnimated ("Emission Strength", Float) = 0
		[HideInInspector] _MatcapIntensityAnimated ("Intensity", Float) = 0
		[HideInInspector] _MatcapLightMaskAnimated ("Hide in Shadow", Float) = 0
		[HideInInspector] _MatcapReplaceAnimated ("Replace With Matcap", Float) = 0
		[HideInInspector] _MatcapMultiplyAnimated ("Multiply Matcap", Float) = 0
		[HideInInspector] _MatcapAddAnimated ("Add Matcap", Float) = 0
		[HideInInspector] _MatcapNormalAnimated ("Normal to use", Float) = 0
		[HideInInspector] _Matcap2EnableAnimated ("Enable Matcap 2", Float) = 0
		[HideInInspector] _Matcap2ColorAnimated ("Color", Float) = 0
		[HideInInspector] _Matcap2Animated ("Matcap", Float) = 0
		[HideInInspector] _Matcap2BorderAnimated ("Border", Float) = 0
		[HideInInspector] _Matcap2MaskAnimated ("Mask", Float) = 0
		[HideInInspector] _Matcap2MaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _Matcap2MaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _Matcap2MaskInvertAnimated ("Invert", Float) = 0
		[HideInInspector] _Matcap2EmissionStrengthAnimated ("Emission Strength", Float) = 0
		[HideInInspector] _Matcap2IntensityAnimated ("Intensity", Float) = 0
		[HideInInspector] _Matcap2LightMaskAnimated ("Hide in Shadow", Float) = 0
		[HideInInspector] _Matcap2ReplaceAnimated ("Replace With Matcap", Float) = 0
		[HideInInspector] _Matcap2MultiplyAnimated ("Multiply Matcap", Float) = 0
		[HideInInspector] _Matcap2AddAnimated ("Add Matcap", Float) = 0
		[HideInInspector] _Matcap2NormalAnimated ("Normal to use", Float) = 0
		[HideInInspector] _EnableSpecularAnimated ("Enable Specular", Float) = 0
		[HideInInspector] _SpecularTypeAnimated ("Specular Type", Float) = 0
		[HideInInspector] _SpecularNormalAnimated ("Normal Select", Float) = 0
		[HideInInspector] _SpecularTintAnimated ("Specular Tint", Float) = 0
		[HideInInspector] _SpecularMetallicAnimated ("Metallic", Float) = 0
		[HideInInspector] _SpecularSmoothnessAnimated ("Smoothness", Float) = 0
		[HideInInspector] _SpecularMapAnimated ("Specular Map", Float) = 0
		[HideInInspector] _SpecularMapPanAnimated ("Panning", Float) = 0
		[HideInInspector] _SpecularMapUVAnimated ("UV", Float) = 0
		[HideInInspector] _SpecularInvertSmoothnessAnimated ("Invert Smoothness", Float) = 0
		[HideInInspector] _SpecularMaskAnimated ("Specular Mask", Float) = 0
		[HideInInspector] _SpecularMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _SpecularMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _SmoothnessFromAnimated ("Smoothness From", Float) = 0
		[HideInInspector] _SpecWhatTangentAnimated ("(Bi)Tangent?", Float) = 0
		[HideInInspector] _AnisoSpec1AlphaAnimated ("Spec1 Alpha", Float) = 0
		[HideInInspector] _AnisoSpec2AlphaAnimated ("Spec2 Alpha", Float) = 0
		[HideInInspector] _Spec1OffsetAnimated ("Spec1 Offset", Float) = 0
		[HideInInspector] _Spec2SmoothnessAnimated ("Spec2 Smoothness", Float) = 0
		[HideInInspector] _AnisoUseTangentMapAnimated ("Use Directional Map?", Float) = 0
		[HideInInspector] _AnisoTangentMapAnimated ("Anisotropic Directional Map", Float) = 0
		[HideInInspector] _AnisoTangentMapPanAnimated ("Panning", Float) = 0
		[HideInInspector] _AnisoTangentMapUVAnimated ("UV", Float) = 0
		[HideInInspector] _SpecularToonStartAnimated ("Spec Toon Start", Float) = 0
		[HideInInspector] _SpecularToonEndAnimated ("Spec Toon End", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMirroredAnimated ("Mirrored?", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMicroAnimated ("Micro Shift", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMicroMultiplierAnimated ("Micro Multiplier", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMicroPanAnimated ("Panning", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMicroUVAnimated ("UV", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMacroAnimated ("Macro Shift", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMacroMultiplierAnimated ("Macro Multiplier", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMacroPanAnimated ("Panning", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMacroUVAnimated ("UV", Float) = 0
		[HideInInspector] _SpecularToonInnerOuterAnimated ("Inner/Outer Edge", Float) = 0
		[HideInInspector] _EnableSpecular1Animated ("Enable Specular", Float) = 0
		[HideInInspector] _SpecularType1Animated ("Specular Type", Float) = 0
		[HideInInspector] _SpecularNormal1Animated ("Normal Select", Float) = 0
		[HideInInspector] _SpecularTint1Animated ("Specular Tint", Float) = 0
		[HideInInspector] _SpecularMetallic1Animated ("Metallic", Float) = 0
		[HideInInspector] _SpecularSmoothness1Animated ("Smoothness", Float) = 0
		[HideInInspector] _SpecularMap1Animated ("Specular Map", Float) = 0
		[HideInInspector] _SpecularMap1PanAnimated ("Panning", Float) = 0
		[HideInInspector] _SpecularMap1UVAnimated ("UV", Float) = 0
		[HideInInspector] _SpecularInvertSmoothness1Animated ("Invert Smoothness", Float) = 0
		[HideInInspector] _SpecularMask1Animated ("Specular Mask", Float) = 0
		[HideInInspector] _SpecularMask1PanAnimated ("Panning", Float) = 0
		[HideInInspector] _SpecularMask1UVAnimated ("UV", Float) = 0
		[HideInInspector] _SmoothnessFrom1Animated ("Smoothness From", Float) = 0
		[HideInInspector] _SpecWhatTangent1Animated ("(Bi)Tangent?", Float) = 0
		[HideInInspector] _AnisoSpec1Alpha1Animated ("Spec1 Alpha", Float) = 0
		[HideInInspector] _AnisoSpec2Alpha1Animated ("Spec2 Alpha", Float) = 0
		[HideInInspector] _Spec1Offset1Animated ("Spec1 Offset", Float) = 0
		[HideInInspector] _Spec2Smoothness1Animated ("Spec2 Smoothness", Float) = 0
		[HideInInspector] _AnisoUseTangentMap1Animated ("Use Directional Map?", Float) = 0
		[HideInInspector] _AnisoTangentMap1Animated ("Anisotropic Directional Map", Float) = 0
		[HideInInspector] _AnisoTangentMap1PanAnimated ("Panning", Float) = 0
		[HideInInspector] _AnisoTangentMap1UVAnimated ("UV", Float) = 0
		[HideInInspector] _SpecularToonStart1Animated ("Spec Toon Start", Float) = 0
		[HideInInspector] _SpecularToonEnd1Animated ("Spec Toon End", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMirrored1Animated ("Mirrored?", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMicro1Animated ("Micro Shift", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMicroMultiplier1Animated ("Micro Multiplier", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMicro1PanAnimated ("Panning", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMicro1UVAnimated ("UV", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMacro1Animated ("Macro Shift", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMacroMultiplier1Animated ("Macro Multiplier", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMacro1PanAnimated ("Panning", Float) = 0
		[HideInInspector] _SpecularAnisoJitterMacro1UVAnimated ("UV", Float) = 0
		[HideInInspector] _SpecularToonInnerOuter1Animated ("Inner/Outer Edge", Float) = 0
		[HideInInspector] _EnableEmissionAnimated ("Enable Emission", Float) = 0
		[HideInInspector] _EmissionReplaceAnimated ("Replace Base Color", Float) = 0
		[HideInInspector] _EmissionColorAnimated ("Emission Color", Float) = 0
		[HideInInspector] _EmissionMapAnimated ("Emission Map", Float) = 0
		[HideInInspector] _EmissionBaseColorAsMapAnimated ("Base Color as Map?", Float) = 0
		[HideInInspector] _EmissionMapPanAnimated ("Panning", Float) = 0
		[HideInInspector] _EmissionMapUVAnimated ("UV", Float) = 0
		[HideInInspector] _EmissionMaskAnimated ("Emission Mask", Float) = 0
		[HideInInspector] _EmissionMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _EmissionMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _EmissionStrengthAnimated ("Emission Strength", Float) = 0
		[HideInInspector] _EmissionHueShiftEnabledAnimated ("Enable Hue Shift", Float) = 0
		[HideInInspector] _EmissionHueShiftAnimated ("Hue Shift", Float) = 0
		[HideInInspector] _EmissionCenterOutEnabledAnimated ("Enable Center Out", Float) = 0
		[HideInInspector] _EmissionCenterOutSpeedAnimated ("Flow Speed", Float) = 0
		[HideInInspector] _EnableGITDEmissionAnimated ("Enable Glow In The Dark", Float) = 0
		[HideInInspector] _GITDEWorldOrMeshAnimated ("Lighting Type", Float) = 0
		[HideInInspector] _GITDEMinEmissionMultiplierAnimated ("Min Emission Multiplier", Float) = 0
		[HideInInspector] _GITDEMaxEmissionMultiplierAnimated ("Max Emission Multiplier", Float) = 0
		[HideInInspector] _GITDEMinLightAnimated ("Min Lighting", Float) = 0
		[HideInInspector] _GITDEMaxLightAnimated ("Max Lighting", Float) = 0
		[HideInInspector] _EmissionBlinkingEnabledAnimated ("Blinking Enabled", Float) = 0
		[HideInInspector] _EmissiveBlink_MinAnimated ("Emissive Blink Min", Float) = 0
		[HideInInspector] _EmissiveBlink_MaxAnimated ("Emissive Blink Max", Float) = 0
		[HideInInspector] _EmissiveBlink_VelocityAnimated ("Emissive Blink Velocity", Float) = 0
		[HideInInspector] _EmissionBlinkingOffsetAnimated ("Offset", Float) = 0
		[HideInInspector] _ScrollingEmissionAnimated ("Enable Scrolling Emission", Float) = 0
		[HideInInspector] _EmissionScrollingUseCurveAnimated ("Use Curve", Float) = 0
		[HideInInspector] _EmissionScrollingCurveAnimated ("Curve", Float) = 0
		[HideInInspector] _EmissionScrollingVertexColorAnimated ("use vcolor", Float) = 0
		[HideInInspector] _EmissiveScroll_DirectionAnimated ("Direction", Float) = 0
		[HideInInspector] _EmissiveScroll_WidthAnimated ("Width", Float) = 0
		[HideInInspector] _EmissiveScroll_VelocityAnimated ("Velocity", Float) = 0
		[HideInInspector] _EmissiveScroll_IntervalAnimated ("Interval", Float) = 0
		[HideInInspector] _EmissionScrollingOffsetAnimated ("Offset", Float) = 0
		[HideInInspector] _EnableEmission1Animated ("Enable Emission 2", Float) = 0
		[HideInInspector] _EmissionColor1Animated ("Emission Color", Float) = 0
		[HideInInspector] _EmissionMap1Animated ("Emission Map", Float) = 0
		[HideInInspector] _EmissionBaseColorAsMap1Animated ("Base Color as Map?", Float) = 0
		[HideInInspector] _EmissionMap1PanAnimated ("Panning", Float) = 0
		[HideInInspector] _EmissionMap1UVAnimated ("UV", Float) = 0
		[HideInInspector] _EmissionMask1Animated ("Emission Mask", Float) = 0
		[HideInInspector] _EmissionMask1PanAnimated ("Panning", Float) = 0
		[HideInInspector] _EmissionMask1UVAnimated ("UV", Float) = 0
		[HideInInspector] _EmissionStrength1Animated ("Emission Strength", Float) = 0
		[HideInInspector] _EmissionHueShiftEnabled1Animated ("Enable Hue Shift", Float) = 0
		[HideInInspector] _EmissionHueShift1Animated ("Hue Shift", Float) = 0
		[HideInInspector] _EmissionCenterOutEnabled1Animated ("Enable Center Out", Float) = 0
		[HideInInspector] _EmissionCenterOutSpeed1Animated ("Flow Speed", Float) = 0
		[HideInInspector] _EnableGITDEmission1Animated ("Enable Glow In The Dark", Float) = 0
		[HideInInspector] _GITDEWorldOrMesh1Animated ("Lighting Type", Float) = 0
		[HideInInspector] _GITDEMinEmissionMultiplier1Animated ("Min Emission Multiplier", Float) = 0
		[HideInInspector] _GITDEMaxEmissionMultiplier1Animated ("Max Emission Multiplier", Float) = 0
		[HideInInspector] _GITDEMinLight1Animated ("Min Lighting", Float) = 0
		[HideInInspector] _GITDEMaxLight1Animated ("Max Lighting", Float) = 0
		[HideInInspector] _EmissionBlinkingEnabledAnimated ("Blinking Enabled", Float) = 0
		[HideInInspector] _EmissiveBlink_Min1Animated ("Emissive Blink Min", Float) = 0
		[HideInInspector] _EmissiveBlink_Max1Animated ("Emissive Blink Max", Float) = 0
		[HideInInspector] _EmissiveBlink_Velocity1Animated ("Emissive Blink Velocity", Float) = 0
		[HideInInspector] _EmissionBlinkingOffset1Animated ("Offset", Float) = 0
		[HideInInspector] _ScrollingEmission1Animated ("Enable Scrolling Emission", Float) = 0
		[HideInInspector] _EmissionScrollingUseCurve1Animated ("Use Curve", Float) = 0
		[HideInInspector] _EmissionScrollingCurve1Animated ("Curve", Float) = 0
		[HideInInspector] _EmissionScrollingVertexColor1Animated ("use vcolor", Float) = 0
		[HideInInspector] _EmissiveScroll_Direction1Animated ("Direction", Float) = 0
		[HideInInspector] _EmissiveScroll_Width1Animated ("Width", Float) = 0
		[HideInInspector] _EmissiveScroll_Velocity1Animated ("Velocity", Float) = 0
		[HideInInspector] _EmissiveScroll_Interval1Animated ("Interval", Float) = 0
		[HideInInspector] _EmissionScrollingOffset1Animated ("Offset", Float) = 0
		[HideInInspector] _EnableFlipbookAnimated ("Enable Flipbook", Float) = 0
		[HideInInspector] _FlipbookAlphaControlsFinalAlphaAnimated ("Flipbook Controls Alpha?", Float) = 0
		[HideInInspector] _FlipbookIntensityControlsAlphaAnimated ("Intensity Controls Alpha?", Float) = 0
		[HideInInspector] _FlipbookColorReplacesAnimated ("Color Replaces Flipbook", Float) = 0
		[HideInInspector] _FlipbookTexArrayAnimated ("Texture Array", Float) = 0
		[HideInInspector] _FlipbookTexArrayUVAnimated ("UV", Float) = 0
		[HideInInspector] _FlipbookTexArrayPanAnimated ("Panning", Float) = 0
		[HideInInspector] _FlipbookMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _FlipbookMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _FlipbookMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _FlipbookColorAnimated ("Color & alpha", Float) = 0
		[HideInInspector] _FlipbookTotalFramesAnimated ("Total Frames", Float) = 0
		[HideInInspector] _FlipbookFPSAnimated ("FPS", Float) = 0
		[HideInInspector] _FlipbookScaleOffsetAnimated ("Scale | Offset", Float) = 0
		[HideInInspector] _FlipbookTiledAnimated ("Tiled?", Float) = 0
		[HideInInspector] _FlipbookEmissionStrengthAnimated ("Emission Strength", Float) = 0
		[HideInInspector] _FlipbookRotationAnimated ("Rotation", Float) = 0
		[HideInInspector] _FlipbookRotationSpeedAnimated ("Rotation Speed", Float) = 0
		[HideInInspector] _FlipbookReplaceAnimated ("Replace", Float) = 0
		[HideInInspector] _FlipbookMultiplyAnimated ("Multiply", Float) = 0
		[HideInInspector] _FlipbookAddAnimated ("Add", Float) = 0
		[HideInInspector] _FlipbookCurrentFrameAnimated ("Current Frame", Float) = 0
		[HideInInspector] _EnableDissolveAnimated ("Enable Dissolve", Float) = 0
		[HideInInspector] _DissolveTypeAnimated ("Dissolve Type", Float) = 0
		[HideInInspector] _DissolveEdgeWidthAnimated ("Edge Width", Float) = 0
		[HideInInspector] _DissolveEdgeHardnessAnimated ("Edge Hardness", Float) = 0
		[HideInInspector] _DissolveEdgeColorAnimated ("Edge Color", Float) = 0
		[HideInInspector] _DissolveEdgeGradientAnimated ("Edge Gradient", Float) = 0
		[HideInInspector] _DissolveEdgeEmissionAnimated ("Edge Emission", Float) = 0
		[HideInInspector] _DissolveTextureColorAnimated ("Dissolved Color", Float) = 0
		[HideInInspector] _DissolveToTextureAnimated ("Dissolved Texture", Float) = 0
		[HideInInspector] _DissolveToTexturePanAnimated ("Panning", Float) = 0
		[HideInInspector] _DissolveToTextureUVAnimated ("UV", Float) = 0
		[HideInInspector] _DissolveToEmissionStrengthAnimated ("Dissolved Emission Strength", Float) = 0
		[HideInInspector] _DissolveNoiseTextureAnimated ("Dissolve Noise", Float) = 0
		[HideInInspector] _DissolveNoiseTexturePanAnimated ("Panning", Float) = 0
		[HideInInspector] _DissolveNoiseTextureUVAnimated ("UV", Float) = 0
		[HideInInspector] _DissolveInvertNoiseAnimated ("Invert?", Float) = 0
		[HideInInspector] _DissolveDetailNoiseAnimated ("Dissolve Detail Noise", Float) = 0
		[HideInInspector] _DissolveDetailNoisePanAnimated ("Panning", Float) = 0
		[HideInInspector] _DissolveDetailNoiseUVAnimated ("UV", Float) = 0
		[HideInInspector] _DissolveInvertDetailNoiseAnimated ("Invert?", Float) = 0
		[HideInInspector] _DissolveDetailStrengthAnimated ("Dissolve Detail Strength", Float) = 0
		[HideInInspector] _DissolveAlphaAnimated ("Dissolve Alpha", Float) = 0
		[HideInInspector] _DissolveUseVertexColorsAnimated ("Dissolve Alpha", Float) = 0
		[HideInInspector] _DissolveMaskAnimated ("Dissolve Mask", Float) = 0
		[HideInInspector] _DissolveMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _DissolveMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _DissolveMaskInvertAnimated ("Invert?", Float) = 0
		[HideInInspector] _ContinuousDissolveAnimated ("Continuous Dissolve Speed", Float) = 0
		[HideInInspector] _DissolveEmissionSideAnimated ("Emission 1", Float) = 0
		[HideInInspector] _DissolveEmission1SideAnimated ("Emission 2", Float) = 0
		[HideInInspector] _DissolveP2PWorldLocalAnimated ("World/Local", Float) = 0
		[HideInInspector] _DissolveP2PEdgeLengthAnimated ("Edge Length", Float) = 0
		[HideInInspector] _DissolveStartPointAnimated ("Start Point", Float) = 0
		[HideInInspector] _DissolveEndPointAnimated ("End Point", Float) = 0
		[HideInInspector] _DissolveAlpha0Animated ("_DissolveAlpha0", Float) = 0
		[HideInInspector] _DissolveAlpha1Animated ("_DissolveAlpha1", Float) = 0
		[HideInInspector] _DissolveAlpha2Animated ("_DissolveAlpha2", Float) = 0
		[HideInInspector] _DissolveAlpha3Animated ("_DissolveAlpha3", Float) = 0
		[HideInInspector] _DissolveAlpha4Animated ("_DissolveAlpha4", Float) = 0
		[HideInInspector] _DissolveAlpha5Animated ("_DissolveAlpha5", Float) = 0
		[HideInInspector] _DissolveAlpha6Animated ("_DissolveAlpha6", Float) = 0
		[HideInInspector] _DissolveAlpha7Animated ("_DissolveAlpha7", Float) = 0
		[HideInInspector] _DissolveAlpha8Animated ("_DissolveAlpha8", Float) = 0
		[HideInInspector] _DissolveAlpha9Animated ("_DissolveAlpha9", Float) = 0
		[HideInInspector] _PanoToggleAnimated ("Enable Panosphere", Float) = 0
		[HideInInspector] _PanoInfiniteStereoToggleAnimated ("Infinite Stereo", Float) = 0
		[HideInInspector] _PanosphereColorAnimated ("Color", Float) = 0
		[HideInInspector] _PanosphereTextureAnimated ("Texture", Float) = 0
		[HideInInspector] _PanoMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _PanoMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _PanoMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _PanoEmissionAnimated ("Emission Strength", Float) = 0
		[HideInInspector] _PanoBlendAnimated ("Alpha", Float) = 0
		[HideInInspector] _PanospherePanAnimated ("Pan Speed", Float) = 0
		[HideInInspector] _PanoCubeMapToggleAnimated ("Use Cubemap", Float) = 0
		[HideInInspector] _PanoCubeMapAnimated ("CubeMap", Float) = 0
		[HideInInspector] _GlitterEnableAnimated ("Enable Glitter?", Float) = 0
		[HideInInspector] _GlitterModeAnimated ("Mode", Float) = 0
		[HideInInspector] _GlitterShapeAnimated ("Mode", Float) = 0
		[HideInInspector] _GlitterBlendTypeAnimated ("Blend Mode", Float) = 0
		[HideInInspector] _GlitterColorAnimated ("Color", Float) = 0
		[HideInInspector] _GlitterUseSurfaceColorAnimated ("Use Surface Color", Float) = 0
		[HideInInspector] _GlitterColorMapAnimated ("Glitter Color Map", Float) = 0
		[HideInInspector] _GlitterColorMapPanAnimated ("Panning", Float) = 0
		[HideInInspector] _GlitterColorMapUVAnimated ("UV", Float) = 0
		[HideInInspector] _GlitterPanAnimated ("Panning", Float) = 0
		[HideInInspector] _GlitterMaskAnimated ("Glitter Mask", Float) = 0
		[HideInInspector] _GlitterMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _GlitterMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _GlitterTextureAnimated ("Glitter Mask", Float) = 0
		[HideInInspector] _GlitterTexturePanAnimated ("Panning", Float) = 0
		[HideInInspector] _GlitterRandomRotationAnimated ("Panning", Float) = 0
		[HideInInspector] _GlitterFrequencyAnimated ("Glitter Density", Float) = 0
		[HideInInspector] _GlitterJitterAnimated ("Glitter Jitter", Float) = 0
		[HideInInspector] _GlitterSpeedAnimated ("Glitter Wobble Speed", Float) = 0
		[HideInInspector] _GlitterSizeAnimated ("Glitter Size", Float) = 0
		[HideInInspector] _GlitterContrastAnimated ("Glitter Contrast", Float) = 0
		[HideInInspector] _GlitterAngleRangeAnimated ("Glitter Angle Range", Float) = 0
		[HideInInspector] _GlitterMinBrightnessAnimated ("Glitter Min Brightness", Float) = 0
		[HideInInspector] _GlitterBrightnessAnimated ("Glitter Max Brightness", Float) = 0
		[HideInInspector] _GlitterBiasAnimated ("Glitter Bias", Float) = 0
		[HideInInspector] _GlitterCenterSizeAnimated ("center size", Float) = 0
		[HideInInspector] _GlitterTextureRotationAnimated ("Rotation Speed", Float) = 0
		[HideInInspector] _glitterFrequencyLinearEmissiveAnimated ("Frequency", Float) = 0
		[HideInInspector] _GlitterJaggyFixAnimated ("Jaggy Fix", Float) = 0
		[HideInInspector] _GlitterRandomColorsAnimated ("Enable", Float) = 0
		[HideInInspector] _GlitterMinMaxSaturationAnimated ("Saturation Range", Float) = 0
		[HideInInspector] _GlitterMinMaxBrightnessAnimated ("Brightness Range", Float) = 0
		[HideInInspector] _GlitterRandomSizeAnimated ("random Size Toggle", Float) = 0
		[HideInInspector] _GlitterMinMaxSizeAnimated ("Min Max Random Size", Float) = 0
		[HideInInspector] _TextGlyphsAnimated ("Font Array", Float) = 0
		[HideInInspector] _TextPixelRangeAnimated ("Pixel Range", Float) = 0
		[HideInInspector] _TextEnabledAnimated ("Text?", Float) = 0
		[HideInInspector] _TextFPSEnabledAnimated ("FPS Text?", Float) = 0
		[HideInInspector] _TextFPSUVAnimated ("FPS UV", Float) = 0
		[HideInInspector] _TextFPSColorAnimated ("Color", Float) = 0
		[HideInInspector] _TextFPSEmissionStrengthAnimated ("Emission Strength", Float) = 0
		[HideInInspector] _TextFPSOffsetAnimated ("Offset", Float) = 0
		[HideInInspector] _TextFPSRotationAnimated ("Rotation", Float) = 0
		[HideInInspector] _TextFPSScaleAnimated ("Scale", Float) = 0
		[HideInInspector] _TextFPSPaddingAnimated ("Padding Reduction", Float) = 0
		[HideInInspector] _TextPositionEnabledAnimated ("Position Text?", Float) = 0
		[HideInInspector] _TextPositionUVAnimated ("Position UV", Float) = 0
		[HideInInspector] _TextPositionColorAnimated ("Color", Float) = 0
		[HideInInspector] _TextPositionEmissionStrengthAnimated ("Emission Strength", Float) = 0
		[HideInInspector] _TextPositionOffsetAnimated ("Offset", Float) = 0
		[HideInInspector] _TextPositionRotationAnimated ("Rotation", Float) = 0
		[HideInInspector] _TextPositionScaleAnimated ("Scale", Float) = 0
		[HideInInspector] _TextPositionPaddingAnimated ("Padding Reduction", Float) = 0
		[HideInInspector] _TextTimeEnabledAnimated ("Time Text?", Float) = 0
		[HideInInspector] _TextTimeUVAnimated ("Time UV", Float) = 0
		[HideInInspector] _TextTimeColorAnimated ("Color", Float) = 0
		[HideInInspector] _TextTimeEmissionStrengthAnimated ("Emission Strength", Float) = 0
		[HideInInspector] _TextTimeOffsetAnimated ("Offset", Float) = 0
		[HideInInspector] _TextTimeRotationAnimated ("Rotation", Float) = 0
		[HideInInspector] _TextTimeScaleAnimated ("Scale", Float) = 0
		[HideInInspector] _TextTimePaddingAnimated ("Padding Reduction", Float) = 0
		[HideInInspector] _EnableMirrorOptionsAnimated ("Enable Mirror Options", Float) = 0
		[HideInInspector] _MirrorAnimated ("Show in mirror", Float) = 0
		[HideInInspector] _EnableMirrorTextureAnimated ("Enable Mirror Texture", Float) = 0
		[HideInInspector] _MirrorTextureAnimated ("Mirror Tex", Float) = 0
		[HideInInspector] _MirrorTexturePanAnimated ("Panning", Float) = 0
		[HideInInspector] _MirrorTextureUVAnimated ("UV", Float) = 0
		[HideInInspector] _MainMinAlphaAnimated ("Minimum Alpha", Float) = 0
		[HideInInspector] _MainFadeTextureAnimated ("Fade Mask", Float) = 0
		[HideInInspector] _MainFadeTexturePanAnimated ("Panning", Float) = 0
		[HideInInspector] _MainFadeTextureUVAnimated ("UV", Float) = 0
		[HideInInspector] _MainDistanceFadeAnimated ("Distance Fade X to Y", Float) = 0
		[HideInInspector] _EnableRandomAnimated ("Enable Angular Fade", Float) = 0
		[HideInInspector] _AngleTypeAnimated ("Angle Type", Float) = 0
		[HideInInspector] _AngleCompareToAnimated ("Model or Vert Positon", Float) = 0
		[HideInInspector] _AngleForwardDirectionAnimated ("Forward Direction", Float) = 0
		[HideInInspector] _CameraAngleMinAnimated ("Camera Angle Min", Float) = 0
		[HideInInspector] _CameraAngleMaxAnimated ("Camera Angle Max", Float) = 0
		[HideInInspector] _ModelAngleMinAnimated ("Model Angle Min", Float) = 0
		[HideInInspector] _ModelAngleMaxAnimated ("Model Angle Max", Float) = 0
		[HideInInspector] _AngleMinAlphaAnimated ("Min Alpha", Float) = 0
		[HideInInspector] _EnableDistortionAnimated ("Enabled?", Float) = 0
		[HideInInspector] _DistortionMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _DistortionMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _DistortionMaskUVAnimated ("Distortion Mask UV", Float) = 0
		[HideInInspector] _DistortionFlowTextureAnimated ("Distortion Texture 1", Float) = 0
		[HideInInspector] _DistortionFlowTexture1Animated ("Distortion Texture 2", Float) = 0
		[HideInInspector] _DistortionStrengthAnimated ("Strength1", Float) = 0
		[HideInInspector] _DistortionStrength1Animated ("Strength2", Float) = 0
		[HideInInspector] _DistortionSpeedAnimated ("Speed1", Float) = 0
		[HideInInspector] _DistortionSpeed1Animated ("Speed2", Float) = 0
		[HideInInspector] _EnableVideoAnimated ("Enable Video", Float) = 0
		[HideInInspector] _VideoUVNumberAnimated ("Screen UV#", Float) = 0
		[HideInInspector] _VideoTypeAnimated ("Screen Type", Float) = 0
		[HideInInspector] _VideoBacklightAnimated ("Brightness", Float) = 0
		[HideInInspector] _VideoPixelTextureAnimated ("Pixel Texture", Float) = 0
		[HideInInspector] _VideoResolutionAnimated ("Resolution", Float) = 0
		[HideInInspector] _VideoMaskTextureAnimated ("Mask", Float) = 0
		[HideInInspector] _VideoMaskPanningAnimated ("Mask Pan Speed", Float) = 0
		[HideInInspector] _VideoEnableVideoPlayerAnimated ("Enable Video Player", Float) = 0
		[HideInInspector] _VideoPixelateToResolutionAnimated ("Pixelate To Resolution", Float) = 0
		[HideInInspector] _VideoRepeatVideoTextureAnimated ("Clamp To UV", Float) = 0
		[HideInInspector] _VideoPanningAnimated ("Panning Speed", Float) = 0
		[HideInInspector] _VideoTilingAnimated ("Tiling", Float) = 0
		[HideInInspector] _VideoOffsetAnimated ("Offset", Float) = 0
		[HideInInspector] _VideoSaturationAnimated ("Saturation", Float) = 0
		[HideInInspector] _VideoContrastAnimated ("Contrast boost", Float) = 0
		[HideInInspector] _VideoEnableDebugAnimated ("Enable Debug", Float) = 0
		[HideInInspector] _VideoDebugTextureAnimated ("Video Debug Tex", Float) = 0
		[HideInInspector] _VideoCRTRefreshRateAnimated ("Refresh Rate", Float) = 0
		[HideInInspector] _VideoCRTPixelEnergizedTimeAnimated ("Pixel Fade Time", Float) = 0
		[HideInInspector] _VideoGameboyRampAnimated ("Color Ramp", Float) = 0
		[HideInInspector] _EnableBulgeAnimated ("Bulge", Float) = 0
		[HideInInspector] _BulgeMaskAnimated ("Bulge Mask", Float) = 0
		[HideInInspector] _BuldgeFadeLengthAnimated ("Touch Distance", Float) = 0
		[HideInInspector] _BuldgeHeightAnimated ("Bulge Height", Float) = 0
		[HideInInspector] _EnableTouchGlowAnimated ("Enable Touch Glow", Float) = 0
		[HideInInspector] _DepthGradientTextureUVAnimated ("", Float) = 0
		[HideInInspector] _DepthGradientBlendAnimated ("", Float) = 0
		[HideInInspector] _DepthGradientPanAnimated ("", Float) = 0
		[HideInInspector] _DepthGradientUVAnimated ("", Float) = 0
		[HideInInspector] _DepthMaskPanAnimated ("", Float) = 0
		[HideInInspector] _DepthMaskUVAnimated ("", Float) = 0
		[HideInInspector] _DepthGlowColorAnimated ("Depth Glow Color", Float) = 0
		[HideInInspector] _DepthGradientAnimated ("Depth Gradient", Float) = 0
		[HideInInspector] _DepthMaskAnimated ("Depth Mask", Float) = 0
		[HideInInspector] _DepthGlowEmissionAnimated ("Depth Glow Emission", Float) = 0
		[HideInInspector] _FadeLengthAnimated ("Fade Length", Float) = 0
		[HideInInspector] _DepthAlphaMinAnimated ("Alpha Min", Float) = 0
		[HideInInspector] _DepthAlphaMaxAnimated ("Alpha Max", Float) = 0
		[HideInInspector] _EnableHoloAnimated ("Enable Hologram Alpha", Float) = 0
		[HideInInspector] _HoloAlphaMapAnimated ("Alpha Map", Float) = 0
		[HideInInspector] _HoloCoordinateSpaceAnimated ("Coordinate Space", Float) = 0
		[HideInInspector] _HoloDirectionAnimated ("Scroll Direction", Float) = 0
		[HideInInspector] _HoloLineDensityAnimated ("Line Density", Float) = 0
		[HideInInspector] _HoloScrollSpeedAnimated ("Scroll Speed", Float) = 0
		[HideInInspector] _HoloFresnelAlphaAnimated ("Intensity", Float) = 0
		[HideInInspector] _HoloRimSharpnessAnimated ("Sharpness", Float) = 0
		[HideInInspector] _HoloRimWidthAnimated ("Width", Float) = 0
		[HideInInspector] _GrabPassUseAlphaAnimated ("Source Blend", Float) = 0
		[HideInInspector] _GrabPassBlendFactorAnimated ("Source Blend", Float) = 0
		[HideInInspector] _GrabSrcBlendAnimated ("Source Blend", Float) = 0
		[HideInInspector] _GrabDstBlendAnimated ("Destination Blend", Float) = 0
		[HideInInspector] _RefractionEnabledAnimated ("Enable Refraction,", Float) = 0
		[HideInInspector] _RefractionIndexAnimated ("Refraction", Float) = 0
		[HideInInspector] _RefractionChromaticAberattionAnimated ("Chromatic Aberration", Float) = 0
		[HideInInspector] _EnableBlurAnimated ("Enable Blur", Float) = 0
		[HideInInspector] _GrabBlurDistanceAnimated ("Blur Distance", Float) = 0
		[HideInInspector] _GrabBlurQualityAnimated ("Blur Quality", Float) = 0
		[HideInInspector] _GrabBlurDirectionsAnimated ("Blur Direction", Float) = 0
		[HideInInspector] _EnableIridescenceAnimated ("Enable Iridescence", Float) = 0
		[HideInInspector] _IridescenceRampAnimated ("Ramp", Float) = 0
		[HideInInspector] _IridescenceNormalToggleAnimated ("Custom Normals?", Float) = 0
		[HideInInspector] _IridescenceNormalMapAnimated ("Normal Map", Float) = 0
		[HideInInspector] _IridescenceMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _IridescenceNormalIntensityAnimated ("Normal Intensity", Float) = 0
		[HideInInspector] _IridescenceNormalUVAnimated ("Normal UV", Float) = 0
		[HideInInspector] _IridescenceMaskUVAnimated ("Mask UV", Float) = 0
		[HideInInspector] _IridescenceNormalSelectionAnimated ("Normal Select", Float) = 0
		[HideInInspector] _IridescenceIntensityAnimated ("Intensity", Float) = 0
		[HideInInspector] _IridescenceAddBlendAnimated ("Blend Add", Float) = 0
		[HideInInspector] _IridescenceReplaceBlendAnimated ("Blend Replace", Float) = 0
		[HideInInspector] _IridescenceMultiplyBlendAnimated ("Blend Multiply", Float) = 0
		[HideInInspector] _IridescenceEmissionStrengthAnimated ("Emission Strength", Float) = 0
		[HideInInspector] _IridescenceTimeAnimated ("When To Run", Float) = 0
		[HideInInspector] _EnableVertexGlitchAnimated ("Enable Vertex Glitching", Float) = 0
		[HideInInspector] _VertexGlitchFrequencyAnimated ("Glitch Interval", Float) = 0
		[HideInInspector] _VertexGlitchThresholdAnimated ("Glitch Threshold", Float) = 0
		[HideInInspector] _VertexGlitchStrengthAnimated ("Glitch Strength", Float) = 0
		[HideInInspector] _EnableScifiSpawnInAnimated ("Enable Sci Fi Spawn", Float) = 0
		[HideInInspector] _SpawnInNoiseAnimated ("Spawn Noise", Float) = 0
		[HideInInspector] _SpawnInNoiseIntensityAnimated ("Noise Intensity", Float) = 0
		[HideInInspector] _SpawnInAlphaAnimated ("Spawn Alpha", Float) = 0
		[HideInInspector] _SpawnInGradientStartAnimated ("Gradient Start", Float) = 0
		[HideInInspector] _SpawnInGradientFinishAnimated ("Gradient End", Float) = 0
		[HideInInspector] _SpawnInEmissionColorAnimated ("Emission Color", Float) = 0
		[HideInInspector] _SpawnInEmissionOffsetAnimated ("Emission Width", Float) = 0
		[HideInInspector] _SpawnInVertOffsetAnimated ("Vertex Offset Speed", Float) = 0
		[HideInInspector] _SpawnInVertOffsetOffsetAnimated ("vert width", Float) = 0
		[HideInInspector] _VoronoiTypeAnimated ("Space", Float) = 0
		[HideInInspector] _VoronoiSpaceAnimated ("Space", Float) = 0
		[HideInInspector] _VoronoiBlendAnimated ("Blend", Float) = 0
		[HideInInspector] _EnableVoronoiAnimated ("Enable Voronoi", Float) = 0
		[HideInInspector] _VoronoiEffectsMaterialAlphaAnimated ("Enable Voronoi", Float) = 0
		[HideInInspector] _VoronoiMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _VoronoiMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _VoronoiMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _VoronoiNoiseAnimated ("Edge Noise", Float) = 0
		[HideInInspector] _VoronoiNoisePanAnimated ("Panning", Float) = 0
		[HideInInspector] _VoronoiNoiseUVAnimated ("UV", Float) = 0
		[HideInInspector] _VoronoiNoiseIntensityAnimated ("Noise Intensity", Float) = 0
		[HideInInspector] _VoronoiColor0Animated ("Color 0", Float) = 0
		[HideInInspector] _VoronoiEmission0Animated ("Emission 0", Float) = 0
		[HideInInspector] _VoronoiColor1Animated ("Color 1", Float) = 0
		[HideInInspector] _VoronoiEmission1Animated ("Emission 1", Float) = 0
		[HideInInspector] _VoronoiGradientAnimated ("Gradient", Float) = 0
		[HideInInspector] _VoronoiScaleAnimated ("Scale", Float) = 0
		[HideInInspector] _VoronoiSpeedAnimated ("Speed", Float) = 0
		[HideInInspector] _VoronoiEnableRandomCellColorAnimated ("Rando Cell Col", Float) = 0
		[HideInInspector] _VoronoiRandomMinMaxSaturationAnimated ("Saturation Range", Float) = 0
		[HideInInspector] _VoronoiRandomMinMaxBrightnessAnimated ("Brightness Range", Float) = 0
		[HideInInspector] _BlackLightMaskEnabledAnimated ("Black Light Mask Enabled", Float) = 0
		[HideInInspector] _BlackLightMaskKeysAnimated ("Mask Keys", Float) = 0
		[HideInInspector] _BlackLightMaskStartAnimated ("Gradient Start", Float) = 0
		[HideInInspector] _BlackLightMaskEndAnimated ("Gradient End", Float) = 0
		[HideInInspector] _BlackLightMaskDebugAnimated ("Visualize", Float) = 0
		[HideInInspector] _BlackLightMaskMetallicAnimated ("Metallic", Float) = 0
		[HideInInspector] _BlackLightMaskClearCoatAnimated ("Clear Coat", Float) = 0
		[HideInInspector] _BlackLightMaskMatcapAnimated ("Matcap 1", Float) = 0
		[HideInInspector] _BlackLightMaskMatcap2Animated ("Matcap 2", Float) = 0
		[HideInInspector] _BlackLightMaskEmissionAnimated ("Emission 1", Float) = 0
		[HideInInspector] _BlackLightMaskEmission2Animated ("Emission 2", Float) = 0
		[HideInInspector] _BlackLightMaskFlipbookAnimated ("Flipbook", Float) = 0
		[HideInInspector] _BlackLightMaskDissolveAnimated ("Dissolve", Float) = 0
		[HideInInspector] _BlackLightMaskPanosphereAnimated ("Panosphere", Float) = 0
		[HideInInspector] _BlackLightMaskGlitterAnimated ("Glitter", Float) = 0
		[HideInInspector] _BlackLightMaskIridescenceAnimated ("Iridescence", Float) = 0
		[HideInInspector] _OutlineModeAnimated ("Mode", Float) = 0
		[HideInInspector] _OutlineFixedSizeAnimated ("Fixed Size?", Float) = 0
		[HideInInspector] _OutlineUseVertexColorsAnimated ("V Color", Float) = 0
		[HideInInspector] _OutlineLitAnimated ("Enable Lighting", Float) = 0
		[HideInInspector] _LineWidthAnimated ("Width", Float) = 0
		[HideInInspector] _LineColorAnimated ("Color", Float) = 0
		[HideInInspector] _OutlineTintMixAnimated ("Tint Mix", Float) = 0
		[HideInInspector] _OutlineEmissionAnimated ("Outline Emission", Float) = 0
		[HideInInspector] _OutlineTextureAnimated ("Outline Texture", Float) = 0
		[HideInInspector] _OutlineMaskAnimated ("Outline Mask", Float) = 0
		[HideInInspector] _OutlineTexturePanAnimated ("Outline Texture Pan", Float) = 0
		[HideInInspector] _OutlineShadowStrengthAnimated ("Shadow Strength", Float) = 0
		[HideInInspector] _OutlineRimLightBlendAnimated ("Rim Light Blend", Float) = 0
		[HideInInspector] _OutlinePersonaDirectionAnimated ("directional Offset XY", Float) = 0
		[HideInInspector] _OutlineDropShadowOffsetAnimated ("Drop Direction XY", Float) = 0
		[HideInInspector] _OutlineFadeDistanceAnimated ("Outline distance Fade", Float) = 0
		[HideInInspector] _OutlineOffsetFactor ("Outline distance Fade", Float) = 0
		[HideInInspector] _OutlineOffsetUnits ("Outline distance Fade", Float) = 0
		[HideInInspector] _OutlineCullAnimated ("Cull", Float) = 0
		[HideInInspector] _ParallaxMapAnimated ("Enable Parallax FX", Float) = 0
		[HideInInspector] _ParallaxHeightMapEnabledAnimated ("Enable Parallax Height", Float) = 0
		[HideInInspector] _ParallaxInternalMapEnabledAnimated ("Enable Parallax Internal", Float) = 0
		[HideInInspector] _ParallaxHeightMapPanAnimated ("Pan", Float) = 0
		[HideInInspector] _ParallaxUVAnimated ("Parallax UV", Float) = 0
		[HideInInspector] _ParallaxHeightMapAnimated ("Height Map", Float) = 0
		[HideInInspector] _ParallaxHeightMapMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _ParallaxHeightMapMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _ParallaxHeightMapMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _ParallaxStrengthAnimated ("Parallax Strength", Float) = 0
		[HideInInspector] _ParallaxInternalHeightmapModeAnimated ("Parallax Mode", Float) = 0
		[HideInInspector] _ParallaxInternalHeightFromAlphaAnimated ("HeightFromAlpha", Float) = 0
		[HideInInspector] _ParallaxInternalMapAnimated ("Internal Map", Float) = 0
		[HideInInspector] _ParallaxInternalMapMaskAnimated ("Mask", Float) = 0
		[HideInInspector] _ParallaxInternalMapMaskPanAnimated ("Panning", Float) = 0
		[HideInInspector] _ParallaxInternalMapMaskUVAnimated ("UV", Float) = 0
		[HideInInspector] _ParallaxInternalIterationsAnimated ("Parallax Internal Iterations", Float) = 0
		[HideInInspector] _ParallaxInternalMinDepthAnimated ("Min Depth", Float) = 0
		[HideInInspector] _ParallaxInternalMaxDepthAnimated ("Max Depth", Float) = 0
		[HideInInspector] _ParallaxInternalMinFadeAnimated ("Min Depth Brightness", Float) = 0
		[HideInInspector] _ParallaxInternalMaxFadeAnimated ("Max Depth Brightness", Float) = 0
		[HideInInspector] _ParallaxInternalMinColorAnimated ("Min Depth Color", Float) = 0
		[HideInInspector] _ParallaxInternalMaxColorAnimated ("Max Depth Color", Float) = 0
		[HideInInspector] _ParallaxInternalPanSpeedAnimated ("Pan Speed", Float) = 0
		[HideInInspector] _ParallaxInternalPanDepthSpeedAnimated ("Per Level Speed Multiplier", Float) = 0
		[HideInInspector] _ParallaxBiasAnimated ("Parallax Bias (0.42)", Float) = 0
		[HideInInspector] _CullAnimated ("Cull", Float) = 0
		[HideInInspector] _ZTestAnimated ("ZTest", Float) = 0
		[HideInInspector] _ZWriteAnimated ("ZWrite", Float) = 0
		[HideInInspector] _ColorMaskAnimated ("Color Mask", Float) = 0
		[HideInInspector] _OffsetFactorAnimated ("Offset Factor", Float) = 0
		[HideInInspector] _OffsetUnitsAnimated ("Offset Units", Float) = 0
		[HideInInspector] _IgnoreFogAnimated ("Ignore Fog", Float) = 0
		[HideInInspector] _BlendOpAnimated ("RGB Blend Op", Float) = 0
		[HideInInspector] _BlendOpAlphaAnimated ("Alpha Blend Op", Float) = 0
		[HideInInspector] _SrcBlendAnimated ("RGB Source Blend", Float) = 0
		[HideInInspector] _DstBlendAnimated ("RGB Destination Blend", Float) = 0
		[HideInInspector] _StencilRefAnimated ("Stencil Reference Value", Float) = 0
		[HideInInspector] _StencilReadMaskAnimated ("Stencil ReadMask Value", Float) = 0
		[HideInInspector] _StencilWriteMaskAnimated ("Stencil WriteMask Value", Float) = 0
		[HideInInspector] _StencilPassOpAnimated ("Stencil Pass Op", Float) = 0
		[HideInInspector] _StencilFailOpAnimated ("Stencil Fail Op", Float) = 0
		[HideInInspector] _StencilZFailOpAnimated ("Stencil ZFail Op", Float) = 0
		[HideInInspector] _StencilCompareFunctionAnimated ("Stencil Compare Function", Float) = 0
		[HideInInspector] _OutlineStencilRefAnimated ("Stencil Reference Value", Float) = 0
		[HideInInspector] _OutlineStencilReadMaskAnimated ("Stencil ReadMask Value", Float) = 0
		[HideInInspector] _OutlineStencilWriteMaskAnimated ("Stencil WriteMask Value", Float) = 0
		[HideInInspector] _OutlineStencilPassOpAnimated ("Stencil Pass Op", Float) = 0
		[HideInInspector] _OutlineStencilFailOpAnimated ("Stencil Fail Op", Float) = 0
		[HideInInspector] _OutlineStencilZFailOpAnimated ("Stencil ZFail Op", Float) = 0
		[HideInInspector] _OutlineStencilCompareFunctionAnimated ("Stencil Compare Function", Float) = 0
		[HideInInspector] _VertexUnwrapAnimated ("Unwrap", Range(0, 1)) = 0
		[HideInInspector] _DebugMeshDataAnimated ("Mesh Data", Float) = 0
		[HideInInspector] _DebugLightingDataAnimated ("Lighting Data", Float) = 0
		[HideInInspector] _DebugCameraDataAnimated ("Camera Data", Float) = 0
	}
	SubShader {
		Tags { "QUEUE" = "Geometry" "RenderType" = "Opaque" }
		Pass {
			Name "MainPass"
			Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
			Blend Zero Zero, Zero Zero
			ColorMask 0 -1
			ZWrite Off
			Cull Off
			Stencil {
				ReadMask 0
				WriteMask 0
				Comp Disabled
				Pass Keep
				Fail Keep
				ZFail Keep
			}
			GpuProgramID 26265
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec3 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD11;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.y;
					    u_xlat30 = exp2((-u_xlat30));
					    u_xlat30 = min(u_xlat30, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.y;
					    u_xlat30 = exp2((-u_xlat30));
					    u_xlat30 = min(u_xlat30, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.y;
					    u_xlat30 = exp2((-u_xlat30));
					    u_xlat30 = min(u_xlat30, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.y;
					    u_xlat30 = exp2((-u_xlat30));
					    u_xlat30 = min(u_xlat30, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.y;
					    u_xlat30 = exp2((-u_xlat30));
					    u_xlat30 = min(u_xlat30, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.y;
					    u_xlat30 = exp2((-u_xlat30));
					    u_xlat30 = min(u_xlat30, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.y;
					    u_xlat30 = exp2((-u_xlat30));
					    u_xlat30 = min(u_xlat30, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.y;
					    u_xlat30 = exp2((-u_xlat30));
					    u_xlat30 = min(u_xlat30, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec3 u_xlat9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat13;
					vec2 u_xlat15;
					float u_xlat21;
					bool u_xlatb21;
					vec2 u_xlat22;
					int u_xlati22;
					float u_xlat23;
					float u_xlat25;
					float u_xlat30;
					float u_xlat31;
					int u_xlati31;
					uint u_xlatu31;
					bool u_xlatb31;
					float u_xlat32;
					float u_xlat33;
					uint u_xlatu33;
					float u_xlat34;
					float u_xlat35;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0 = texture(_MainTex, u_xlat0.xy);
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat31 = dot(u_xlat1, u_xlat1);
					    u_xlat31 = inversesqrt(u_xlat31);
					    u_xlat1 = vec4(u_xlat31) * u_xlat1.xyzz;
					    u_xlat2.x = unity_SHBr.z;
					    u_xlat2.y = unity_SHBg.z;
					    u_xlat2.z = unity_SHBb.z;
					    u_xlat3.x = unity_SHAr.w;
					    u_xlat3.y = unity_SHAg.w;
					    u_xlat3.z = unity_SHAb.w;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat3.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat3.w = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat3.xyz;
					    u_xlat32 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat3.x = u_xlat3.w + u_xlat3.w;
					    u_xlat3.xy = u_xlat3.xw / u_xlat2.xx;
					    u_xlat23 = (-u_xlat3.y) + 1.0;
					    u_xlat3.xyw = u_xlat3.xyx + vec3(1.0, 1.0, 2.0);
					    u_xlat13 = u_xlat23 / u_xlat3.y;
					    u_xlat23 = (-u_xlat13) + 1.0;
					    u_xlat23 = u_xlat3.w * u_xlat23;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat3.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat23 * u_xlat32 + u_xlat13;
					    u_xlat4.x = u_xlat32 * u_xlat2.x;
					    u_xlat5.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat33 = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xyz = vec3(u_xlat32) * u_xlat5.xyz;
					    u_xlat32 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat34 = u_xlat33 + u_xlat33;
					    u_xlat34 = u_xlat34 / u_xlat2.y;
					    u_xlat33 = u_xlat33 / u_xlat2.y;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = u_xlat5.x / u_xlat33;
					    u_xlat5.x = (-u_xlat33) + 1.0;
					    u_xlat15.xy = vec2(u_xlat34) + vec2(1.0, 2.0);
					    u_xlat34 = u_xlat15.y * u_xlat5.x;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat15.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat34 * u_xlat32 + u_xlat33;
					    u_xlat4.y = u_xlat32 * u_xlat2.y;
					    u_xlat5.xzw = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat5.xzw);
					    u_xlat6.x = sqrt(u_xlat32);
					    u_xlat32 = inversesqrt(u_xlat32);
					    u_xlat5.xzw = vec3(u_xlat32) * u_xlat5.xzw;
					    u_xlat32 = dot(u_xlat5.xzw, u_xlat1.xyz);
					    u_xlat32 = u_xlat32 * 0.5 + 0.5;
					    u_xlat32 = clamp(u_xlat32, 0.0, 1.0);
					    u_xlat5.x = u_xlat6.x + u_xlat6.x;
					    u_xlat5.x = u_xlat5.x / u_xlat2.z;
					    u_xlat25 = u_xlat6.x / u_xlat2.z;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat25 = u_xlat25 + 1.0;
					    u_xlat25 = u_xlat35 / u_xlat25;
					    u_xlat35 = (-u_xlat25) + 1.0;
					    u_xlat6.xy = u_xlat5.xx + vec2(1.0, 2.0);
					    u_xlat5.x = u_xlat35 * u_xlat6.y;
					    u_xlat32 = log2(u_xlat32);
					    u_xlat32 = u_xlat32 * u_xlat6.x;
					    u_xlat32 = exp2(u_xlat32);
					    u_xlat32 = u_xlat5.x * u_xlat32 + u_xlat25;
					    u_xlat4.z = u_xlat32 * u_xlat2.z;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = u_xlat1.ywzx * u_xlat1;
					    u_xlat8.x = dot(unity_SHBr, u_xlat7);
					    u_xlat8.y = dot(unity_SHBg, u_xlat7);
					    u_xlat8.z = dot(unity_SHBb, u_xlat7);
					    u_xlat11.x = u_xlat1.y * u_xlat1.y;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + (-u_xlat11.x);
					    u_xlat1.xyz = unity_SHC.xyz * u_xlat1.xxx + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat1.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat31 = exp2((-u_xlat3.x));
					    u_xlat31 = u_xlat23 * u_xlat31 + u_xlat13;
					    u_xlat3.x = u_xlat31 * u_xlat2.x;
					    u_xlat31 = exp2((-u_xlat15.x));
					    u_xlat31 = u_xlat34 * u_xlat31 + u_xlat33;
					    u_xlat3.y = u_xlat31 * u_xlat2.y;
					    u_xlat31 = exp2((-u_xlat6.x));
					    u_xlat31 = u_xlat5.x * u_xlat31 + u_xlat25;
					    u_xlat3.z = u_xlat31 * u_xlat2.z;
					    u_xlat2.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat32 = dot(u_xlat2.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat3.x = u_xlat31 + u_xlat32;
					    u_xlat31 = u_xlat31 / u_xlat3.x;
					    u_xlat32 = u_xlat32 / u_xlat3.x;
					    u_xlat3.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(u_xlat31) + u_xlat3.xyz;
					    u_xlat31 = dot(u_xlat3.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = u_xlat31 / u_xlat2.x;
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					    u_xlat31 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat31 = max(u_xlat31, 9.99999975e-05);
					    u_xlat2.xyz = u_xlat1.xyz / vec3(u_xlat31);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlatb31 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb31){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat31 = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat31 = u_xlat31 * _SpawnInAlpha;
					        u_xlat2.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat32 = dot(u_xlat3.xyz, u_xlat2.xyz);
					        u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					        u_xlat2.x = u_xlat32 / u_xlat2.x;
					        u_xlat2.x = (-u_xlat2.x) + 1.0;
					        u_xlat2.x = u_xlat2.x + _SpawnInAlpha;
					        u_xlat2.x = u_xlat2.x + _SpawnInEmissionOffset;
					        u_xlat31 = u_xlat31 * _SpawnInNoiseIntensity + u_xlat2.x;
					        u_xlat31 = u_xlat31 + -1.0;
					        u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					        u_xlat2.xyz = vec3(u_xlat31) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat3.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat3.xyz = texture(_EmissionMap, u_xlat3.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat31 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat31) * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1.x){
					        u_xlat1.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat1.x = texture(_AlphaMask, u_xlat1.xy).x;
					        u_xlat30 = u_xlat0.w * u_xlat1.x;
					        u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					        u_xlatb1.x = _RefractionEnabled==1.0;
					        if(u_xlatb1.x){
					            u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					            u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					            u_xlat11.x = inversesqrt(u_xlat11.x);
					            u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					            u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					            u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					            u_xlat32 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					            u_xlat2.xyz = vec3(u_xlat32) * u_xlat2.xyz;
					            u_xlatb1.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					            u_xlat11.xyz = (u_xlatb1.x) ? u_xlat11.xyz : (-u_xlat11.xyz);
					            u_xlat3.xyz = (u_xlatb1.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					            u_xlat2.xyz = (u_xlatb1.x) ? u_xlat2.xyz : (-u_xlat2.xyz);
					            u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					            u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					            u_xlat4.x = u_xlat4.z * u_xlat4.x;
					            u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					            u_xlat1.x = dot(u_xlat4.xy, u_xlat4.xy);
					            u_xlat1.x = min(u_xlat1.x, 1.0);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.x = sqrt(u_xlat1.x);
					            u_xlat2.xyz = u_xlat2.xyz * u_xlat4.yyy;
					            u_xlat2.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat2.xyz;
					            u_xlat1.xyz = u_xlat1.xxx * u_xlat11.xyz + u_xlat2.xyz;
					            u_xlat31 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat1.xyz = vec3(u_xlat31) * u_xlat1.xyz;
					            u_xlat31 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat31;
					            u_xlat22.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat22.xx;
					            u_xlati31 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati31].xyz;
					            u_xlat31 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat31 = inversesqrt(u_xlat31);
					            u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					            u_xlat31 = _RefractionIndex + -1.0;
					            u_xlati22 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati22 + 1) / 4][(u_xlati22 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati22 / 4][u_xlati22 % 4].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati22 + 2) / 4][(u_xlati22 + 2) % 4].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat31 = float(1.0) / u_xlat22.y;
					            u_xlat22.xy = vec2(u_xlat31) * u_xlat4.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat3.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat22.xy;
					            u_xlat11.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat11.xz).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat11.xz).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat11.xz = u_xlat1.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat11.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat11.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb21 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb21){
					            u_xlat21 = (-u_xlat30) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat21 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat21 = (-u_xlat11.x) + 1.0;
					            u_xlatu31 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat21) + u_xlat5.xyz;
					            u_xlatu31 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu31), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu31), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu31), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat0.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat30) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat21) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat0.xyz + (-u_xlat2.xyz);
					            u_xlat0.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat11.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat32 = (-u_xlat1.x) + 1.0;
					            u_xlatu33 = uint(_GrabSrcBlend);
					            u_xlatb4 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb6.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					            u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					            u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					            u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.xyz = u_xlat4.yyy * u_xlat3.xyz + u_xlat4.xxx;
					            u_xlat4.xyz = u_xlat4.zzz * u_xlat0.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat4.www * u_xlat11.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.yyy * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.zzz * vec3(u_xlat30) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * vec3(u_xlat32) + u_xlat4.xyz;
					            u_xlatu33 = uint(_GrabDstBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu33), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu33), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu33), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat11.xyz = u_xlat5.www * u_xlat11.xyz + u_xlat5.xyz;
					            u_xlat11.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.xxx * u_xlat1.xxx + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.yyy * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.zzz * vec3(u_xlat30) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat6.www * vec3(u_xlat32) + u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat11.xyz);
					            u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat30 = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat30) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[22];
						vec4 _AlphaMask_ST;
						vec4 unused_0_18[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_26;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_30[2];
						vec4 _EmissionMap_ST;
						vec4 unused_0_32;
						vec4 _EmissionMask_ST;
						vec4 unused_0_34[20];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 unused_2_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_6[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_14[2];
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler2D _MainTex;
					UNITY_LOCATION(2) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(3) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(4) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(5) uniform  sampler2D _GrabPassBlendMap;
					UNITY_LOCATION(6) uniform  sampler2D _EmissionMap;
					UNITY_LOCATION(7) uniform  sampler2D _EmissionMask;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec4 u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					bvec2 u_xlatb8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat13;
					float u_xlat17;
					vec3 u_xlat19;
					float u_xlat22;
					uint u_xlatu22;
					bool u_xlatb22;
					vec2 u_xlat24;
					int u_xlati24;
					vec2 u_xlat28;
					float u_xlat30;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					uint u_xlatu34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat11.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat11.xyz = u_xlat11.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat1.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat1.xyz);
					    u_xlat34 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat1.xyz = vec3(u_xlat34) * u_xlat1.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat11.xyz = (bool(u_xlatb0)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat2.xyz = (bool(u_xlatb0)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat4.yyy;
					    u_xlat1.xyz = u_xlat4.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat11.xyz + u_xlat1.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD5.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD5.yyyy) + unity_4LightPosY0;
					    u_xlat4 = (-vs_TEXCOORD5.zzzz) + unity_4LightPosZ0;
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat1 + u_xlat2;
					    u_xlat1 = u_xlat4 * u_xlat4 + u_xlat1;
					    u_xlat2 = u_xlat1 * unity_4LightAtten0;
					    u_xlat1 = u_xlat1 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat1 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat1;
					    u_xlat2 = (-u_xlat2) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat2 = clamp(u_xlat2, 0.0, 1.0);
					    u_xlat2 = u_xlat2 * u_xlat2;
					    u_xlat1 = min(u_xlat1, u_xlat2);
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat33 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat33 = u_xlat33 + 1.0;
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat2.x = unity_4LightPosX0.y;
					    u_xlat2.y = unity_4LightPosY0.y;
					    u_xlat2.z = unity_4LightPosZ0.y;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat35 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat0.xyz, (-u_xlat2.xyz));
					    u_xlat4.x = unity_4LightPosX0.z;
					    u_xlat4.y = unity_4LightPosY0.z;
					    u_xlat4.z = unity_4LightPosZ0.z;
					    u_xlat13.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat4.x = dot(u_xlat13.xyz, u_xlat13.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat4.xxx;
					    u_xlat2.y = dot(u_xlat0.xyz, (-u_xlat13.xyz));
					    u_xlat4.x = unity_4LightPosX0.w;
					    u_xlat4.y = unity_4LightPosY0.w;
					    u_xlat4.z = unity_4LightPosZ0.w;
					    u_xlat4.xyz = u_xlat4.xyz + (-vs_TEXCOORD5.xyz);
					    u_xlat24.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat24.x = inversesqrt(u_xlat24.x);
					    u_xlat4.xyz = u_xlat24.xxx * u_xlat4.xyz;
					    u_xlat2.z = dot(u_xlat0.xyz, (-u_xlat4.xyz));
					    u_xlat2.xyz = u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat4 = unity_SHAr + unity_SHAg;
					    u_xlat4 = u_xlat4 + unity_SHAb;
					    u_xlat35 = dot(u_xlat4, u_xlat4);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat4 = vec4(u_xlat35) * u_xlat4.xyzz;
					    u_xlat5.x = unity_SHBr.z;
					    u_xlat5.y = unity_SHBg.z;
					    u_xlat5.z = unity_SHBb.z;
					    u_xlat6.x = unity_SHAr.w;
					    u_xlat6.y = unity_SHAg.w;
					    u_xlat6.z = unity_SHAb.w;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat38 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat6.xyz = vec3(u_xlat35) * u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat6.x = u_xlat38 + u_xlat38;
					    u_xlat6.x = u_xlat6.x / u_xlat5.x;
					    u_xlat38 = u_xlat38 / u_xlat5.x;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat38 = u_xlat38 + 1.0;
					    u_xlat38 = u_xlat17 / u_xlat38;
					    u_xlat17 = (-u_xlat38) + 1.0;
					    u_xlat6.xz = u_xlat6.xx + vec2(1.0, 2.0);
					    u_xlat17 = u_xlat6.z * u_xlat17;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat6.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat8.xyz = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat28.x = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat8.xyz = vec3(u_xlat35) * u_xlat8.xyz;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat28.y = u_xlat28.x + u_xlat28.x;
					    u_xlat28.xy = u_xlat28.xy / u_xlat5.yy;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat28.x = u_xlat28.x + 1.0;
					    u_xlat28.x = u_xlat40 / u_xlat28.x;
					    u_xlat40 = (-u_xlat28.x) + 1.0;
					    u_xlat8.xy = u_xlat28.yy + vec2(1.0, 2.0);
					    u_xlat39 = u_xlat40 * u_xlat8.y;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat8.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat40 = sqrt(u_xlat35);
					    u_xlat35 = inversesqrt(u_xlat35);
					    u_xlat19.xyz = vec3(u_xlat35) * u_xlat19.xyz;
					    u_xlat35 = dot(u_xlat19.xyz, u_xlat4.xyz);
					    u_xlat35 = u_xlat35 * 0.5 + 0.5;
					    u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					    u_xlat19.x = u_xlat40 + u_xlat40;
					    u_xlat19.x = u_xlat19.x / u_xlat5.z;
					    u_xlat40 = u_xlat40 / u_xlat5.z;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = u_xlat30 / u_xlat40;
					    u_xlat30 = (-u_xlat40) + 1.0;
					    u_xlat19.xz = u_xlat19.xx + vec2(1.0, 2.0);
					    u_xlat30 = u_xlat19.z * u_xlat30;
					    u_xlat35 = log2(u_xlat35);
					    u_xlat35 = u_xlat35 * u_xlat19.x;
					    u_xlat35 = exp2(u_xlat35);
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9 = u_xlat4.ywzx * u_xlat4;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat35 = u_xlat4.y * u_xlat4.y;
					    u_xlat35 = u_xlat4.x * u_xlat4.x + (-u_xlat35);
					    u_xlat4.xyz = unity_SHC.xyz * vec3(u_xlat35) + u_xlat10.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat7.xyz;
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat35 = exp2((-u_xlat6.x));
					    u_xlat35 = u_xlat17 * u_xlat35 + u_xlat38;
					    u_xlat7.x = u_xlat35 * u_xlat5.x;
					    u_xlat35 = exp2((-u_xlat8.x));
					    u_xlat35 = u_xlat39 * u_xlat35 + u_xlat28.x;
					    u_xlat7.y = u_xlat35 * u_xlat5.y;
					    u_xlat35 = exp2((-u_xlat19.x));
					    u_xlat35 = u_xlat30 * u_xlat35 + u_xlat40;
					    u_xlat7.z = u_xlat35 * u_xlat5.z;
					    u_xlat5.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + _LightColor0.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat37 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat38 = u_xlat35 + u_xlat37;
					    u_xlat35 = u_xlat35 / u_xlat38;
					    u_xlat37 = u_xlat37 / u_xlat38;
					    u_xlat6.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat35) + u_xlat6.xyz;
					    u_xlat35 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat5.xyz;
					    u_xlat37 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = u_xlat35 / u_xlat37;
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat4.xyz = vec3(u_xlat35) * u_xlat4.xyz;
					    u_xlat35 = dot(u_xlat4.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = max(u_xlat35, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat4.xyz / vec3(u_xlat35);
					    u_xlat4.xyz = min(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb35 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb35){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat35 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat35 = u_xlat35 * _SpawnInAlpha;
					        u_xlat5.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD6.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					        u_xlat37 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat37 = u_xlat37 / u_xlat5.x;
					        u_xlat37 = (-u_xlat37) + 1.0;
					        u_xlat37 = u_xlat37 + _SpawnInAlpha;
					        u_xlat37 = u_xlat37 + _SpawnInEmissionOffset;
					        u_xlat35 = u_xlat35 * _SpawnInNoiseIntensity + u_xlat37;
					        u_xlat35 = u_xlat35 + -1.0;
					        u_xlat35 = clamp(u_xlat35, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat35) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xyz = u_xlat1.xxx * unity_LightColor[0].xyz;
					    u_xlat7.xyz = unity_LightColor[0].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat35 = u_xlat33 * -2.0 + 3.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat35;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat1.xxx + (-u_xlat6.xyz);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat7.xyz + u_xlat6.xyz;
					    u_xlat7.xyz = u_xlat1.yyy * unity_LightColor[1].xyz;
					    u_xlat8.xyz = unity_LightColor[1].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.x * u_xlat2.x;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat1.yyy + (-u_xlat7.xyz);
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat1.zzz * unity_LightColor[2].xyz;
					    u_xlat8.xyz = unity_LightColor[2].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.y * -2.0 + 3.0;
					    u_xlat1.x = u_xlat2.y * u_xlat2.y;
					    u_xlat33 = u_xlat33 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat8.xyz * u_xlat1.zzz + (-u_xlat7.xyz);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat1.xyz + u_xlat7.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat6.xyz;
					    u_xlat2.xyw = u_xlat1.www * unity_LightColor[3].xyz;
					    u_xlat6.xyz = unity_LightColor[3].xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat33 = u_xlat2.z * -2.0 + 3.0;
					    u_xlat24.x = u_xlat2.z * u_xlat2.z;
					    u_xlat33 = u_xlat33 * u_xlat24.x;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.www + (-u_xlat2.xyw);
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat6.xyz + u_xlat2.xyw;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat4.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
					    u_xlat2.xyz = texture(_EmissionMap, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _EmissionMask_ST.xy + _EmissionMask_ST.zw;
					    u_xlat33 = texture(_EmissionMask, u_xlat4.xy).x;
					    u_xlat2.xyz = vec3(u_xlat33) * u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb33 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb33){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat33 = texture(_AlphaMask, u_xlat2.xy).x;
					        u_xlat33 = u_xlat33 * u_xlat3.w;
					        u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat2.x = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat2.y = (-u_xlat2.x) * _ProjectionParams.x + u_xlat34;
					            u_xlat24.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD7.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat24.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat3.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati24 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat0.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat0.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat34 = float(1.0) / u_xlat24.y;
					            u_xlat24.xy = vec2(u_xlat34) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat24.xy;
					            u_xlat11.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat24.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat24.xy).x;
					                u_xlat11.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat24.xy).y;
					                u_xlat11.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat24.xy = u_xlat0.xz * u_xlat11.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat24.xy).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb2 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat2.x = u_xlatb2.x ? float(1.0) : 0.0;
					        u_xlat2.y = u_xlatb2.y ? float(1.0) : 0.0;
					        u_xlat2.z = u_xlatb2.z ? float(1.0) : 0.0;
					        u_xlat2.w = u_xlatb2.w ? float(1.0) : 0.0;
					;
					        u_xlat0.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat0.xy = u_xlat2.xx * vs_TEXCOORD0.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.yy * vs_TEXCOORD1.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					        u_xlat0.xy = u_xlat2.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					        u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					        u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					        u_xlat11.x = u_xlat0.x * _GrabPassBlendFactor;
					        u_xlatb22 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb22){
					            u_xlat22 = (-u_xlat33) + 1.0;
					            u_xlat11.x = (-u_xlat11.x) * u_xlat22 + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat22 = (-u_xlat11.x) + 1.0;
					            u_xlatu34 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * vec3(u_xlat22) + u_xlat5.xyz;
					            u_xlatu34 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu34), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu34), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu34), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.www * vec3(u_xlat22) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat2.xyz;
					            u_xlat4.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					            u_xlat1.xyz = u_xlat11.xxx * u_xlat4.xyz + u_xlat2.xyz;
					        } else {
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat11.x = (-u_xlat0.x) + 1.0;
					            u_xlatu22 = uint(_GrabSrcBlend);
					            u_xlatb5 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb7.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat5.www * u_xlat2.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.yyy * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.yyy * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.zzz * vec3(u_xlat33) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat6.www * u_xlat11.xxx + u_xlat5.xyz;
					            u_xlatu22 = uint(_GrabDstBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu22), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu22), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu22), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat3.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = u_xlat6.www * u_xlat2.xyz + u_xlat6.xyz;
					            u_xlat2.xyz = u_xlat8.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.yyy * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat7.zzz * vec3(u_xlat33) + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat7.www * u_xlat11.xxx + u_xlat2.xyz;
					            u_xlat11.xyz = u_xlat3.xyz * u_xlat11.xyz;
					            u_xlat11.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat11.xyz;
					            u_xlat2.xyz = (-u_xlat11.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat11.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat11.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat11.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "ForwardAddPass"
			Tags { "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Geometry" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
			Blend One One, One One
			ColorMask 0 -1
			ZWrite Off
			Cull Off
			Stencil {
				Comp Disabled
				Pass Keep
				Fail Keep
				ZFail Keep
			}
			GpuProgramID 101474
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[23];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[23];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[14];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					int u_xlati0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat10;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat2.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat10.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati0].zw;
					    vs_TEXCOORD7.xy = u_xlat2.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    u_xlat4.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat4.x * 0.5;
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD16.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati0].xy + u_xlat10.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD7.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[18];
						float _EnableVertexGlitch;
						vec4 unused_0_2;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[73];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD12;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec3 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD11;
					layout(location = 11) out vec4 vs_TEXCOORD14;
					layout(location = 12) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat4.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat4.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat4.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat4.xy = u_xlat4.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat4.xy = u_xlat4.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat12 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat1.x = inversesqrt(u_xlat12);
					    u_xlat1.yz = u_xlat4.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat4.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat4.xz, u_xlat4.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb12)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb12)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z));
					    u_xlat3.xyz = (-vec3(_SpawnInGradientStart.x, _SpawnInGradientStart.y, _SpawnInGradientStart.z)) + _SpawnInGradientFinish.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = u_xlat12 / u_xlat1.x;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 + _SpawnInAlpha;
					    u_xlat12 = u_xlat12 + _SpawnInVertOffsetOffset;
					    u_xlat12 = u_xlat12 + -1.0;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    u_xlat1.y = u_xlat12 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD5.w = u_xlat1.w;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD5.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD6 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD2.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD12 = 1.0;
					    vs_TEXCOORD3.xyz = vec3(0.0, 0.0, 0.0);
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    vs_TEXCOORD4.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat5.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat5.xy;
					    vs_TEXCOORD7.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  sampler2D _MainTex;
					UNITY_LOCATION(4) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(5) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(6) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					vec3 u_xlat13;
					bool u_xlatb13;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					vec2 u_xlat27;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					uint u_xlatu37;
					bool u_xlatb37;
					float u_xlat38;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb36)) ? u_xlat1.xyz : vs_TEXCOORD5.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat13.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat36, u_xlat13.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat1.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat12.xy);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat12.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat12.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat37 = dot(u_xlat12.xy, u_xlat12.xy);
					    u_xlat37 = min(u_xlat37, 1.0);
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat12.yyy;
					    u_xlat2.xyz = u_xlat12.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat37) * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat12.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat2.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat24 = max(u_xlat36, 0.5);
					    u_xlat2.xyz = vec3(u_xlat24) * _LightColor0.xyz;
					    u_xlat12.x = u_xlat12.x * 0.5 + 0.5;
					    u_xlat12.x = (-u_xlat12.x) + 1.0;
					    u_xlat12.x = u_xlat12.x + u_xlat12.x;
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat24 = u_xlat12.x * -2.0 + 3.0;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat3.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat2.xyz);
					    u_xlat12.xyz = u_xlat12.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat12.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat4.xyz;
					    u_xlatb36 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb36){
					        u_xlat3.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat36 = texture(_AlphaMask, u_xlat3.xy).x;
					        u_xlat36 = u_xlat36 * u_xlat4.w;
					        u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					        u_xlatb37 = _RefractionEnabled==1.0;
					        if(u_xlatb37){
					            u_xlat37 = vs_TEXCOORD7.w * 0.5;
					            u_xlat38 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat3.y = (-u_xlat38) * _ProjectionParams.x + u_xlat37;
					            u_xlat27.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD7.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat27.xx;
					            u_xlat5.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat37 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat37 = inversesqrt(u_xlat37);
					            u_xlat5.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					            u_xlat37 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat6.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat37 = float(1.0) / u_xlat27.y;
					            u_xlat27.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat5.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat27.xy;
					            u_xlat13.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat13.x);
					            u_xlatb13 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb13){
					                u_xlat13.xz = u_xlat1.xz + u_xlat3.xy;
					                u_xlat5.x = texture(_PoiGrab, u_xlat13.xz).x;
					                u_xlat13.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat3.xy;
					                u_xlat5.y = texture(_PoiGrab, u_xlat13.xz).y;
					                u_xlat13.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat3.xy;
					                u_xlat5.z = texture(_PoiGrab, u_xlat13.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat3.xy;
					                u_xlat5.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat5.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat3.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat13.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb25 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb25){
					            u_xlat25 = (-u_xlat36) + 1.0;
					            u_xlat13.x = (-u_xlat13.x) * u_xlat25 + 1.0;
					            u_xlat3.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat4.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat25 = (-u_xlat13.x) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat5.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * vec3(u_xlat36) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat3.xyz = u_xlat8.www * u_xlat3.xyz + u_xlat8.xyz;
					            u_xlat3.xyz = u_xlat10.xxx * u_xlat13.xxx + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat9.yyy * vec3(u_xlat25) + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat9.zzz * vec3(u_xlat36) + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat9.www * vec3(u_xlat25) + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat5.xyz * u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat2.xyz + u_xlat3.xyz;
					            u_xlat6.xyz = u_xlat4.xyz * u_xlat0.xyz + (-u_xlat3.xyz);
					            u_xlat2.xyz = u_xlat13.xxx * u_xlat6.xyz + u_xlat3.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat13.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat4.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat1.x) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat5.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat13.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat3.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat5.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat13.xyz = u_xlat7.www * u_xlat13.xyz + u_xlat7.xyz;
					            u_xlat13.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat9.yyy * u_xlat3.xyz + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.zzz * vec3(u_xlat36) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat5.xyz * u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat6.xyz * u_xlat2.xyz + u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xyz + (-u_xlat13.xyz);
					            u_xlat2.xyz = u_xlat1.xxx * u_xlat0.xyz + u_xlat13.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  sampler2D _MainTex;
					UNITY_LOCATION(4) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(5) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(6) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					vec3 u_xlat13;
					bool u_xlatb13;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					vec2 u_xlat27;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					int u_xlati37;
					uint u_xlatu37;
					bool u_xlatb37;
					float u_xlat38;
					int u_xlati38;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb36)) ? u_xlat1.xyz : vs_TEXCOORD5.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat13.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat36, u_xlat13.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat24) * u_xlat2.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat1.xyz = (bool(u_xlatb12)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = texture(_MainTex, u_xlat12.xy);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat12.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat12.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat37 = dot(u_xlat12.xy, u_xlat12.xy);
					    u_xlat37 = min(u_xlat37, 1.0);
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat12.yyy;
					    u_xlat2.xyz = u_xlat12.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat37) * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat12.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat2.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat24 = max(u_xlat36, 0.5);
					    u_xlat2.xyz = vec3(u_xlat24) * _LightColor0.xyz;
					    u_xlat12.x = u_xlat12.x * 0.5 + 0.5;
					    u_xlat12.x = (-u_xlat12.x) + 1.0;
					    u_xlat12.x = u_xlat12.x + u_xlat12.x;
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat24 = u_xlat12.x * -2.0 + 3.0;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat3.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat2.xyz);
					    u_xlat12.xyz = u_xlat12.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat12.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat4.xyz;
					    u_xlatb36 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb36){
					        u_xlat3.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat36 = texture(_AlphaMask, u_xlat3.xy).x;
					        u_xlat36 = u_xlat36 * u_xlat4.w;
					        u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					        u_xlatb37 = _RefractionEnabled==1.0;
					        if(u_xlatb37){
					            u_xlat37 = vs_TEXCOORD7.w * 0.5;
					            u_xlat38 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat3.y = (-u_xlat38) * _ProjectionParams.x + u_xlat37;
					            u_xlat27.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD7.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat27.xx;
					            u_xlati37 = unity_StereoEyeIndex;
					            u_xlat5.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati37].xyz;
					            u_xlat37 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat37 = inversesqrt(u_xlat37);
					            u_xlat5.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					            u_xlat37 = _RefractionIndex + -1.0;
					            u_xlati38 = unity_StereoEyeIndex << 2;
					            u_xlat6.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati38 + 1) / 4][(u_xlati38 + 1) % 4].xy;
					            u_xlat6.xy = unity_StereoMatrixV[u_xlati38 / 4][u_xlati38 % 4].xy * u_xlat1.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_StereoMatrixV[(u_xlati38 + 2) / 4][(u_xlati38 + 2) % 4].xy * u_xlat1.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat37 = float(1.0) / u_xlat27.y;
					            u_xlat27.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat1.x = dot(u_xlat1.xyz, u_xlat5.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat27.xy;
					            u_xlat13.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat13.x);
					            u_xlatb13 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb13){
					                u_xlat13.xz = u_xlat1.xz + u_xlat3.xy;
					                u_xlat5.x = texture(_PoiGrab, u_xlat13.xz).x;
					                u_xlat13.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat3.xy;
					                u_xlat5.y = texture(_PoiGrab, u_xlat13.xz).y;
					                u_xlat13.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat3.xy;
					                u_xlat5.z = texture(_PoiGrab, u_xlat13.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat3.xy;
					                u_xlat5.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat5.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat3.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat13.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb25 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb25){
					            u_xlat25 = (-u_xlat36) + 1.0;
					            u_xlat13.x = (-u_xlat13.x) * u_xlat25 + 1.0;
					            u_xlat3.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat4.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat25 = (-u_xlat13.x) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat5.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * vec3(u_xlat36) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat2.xyz + u_xlat11.xyz;
					            u_xlat3.xyz = u_xlat8.www * u_xlat3.xyz + u_xlat8.xyz;
					            u_xlat3.xyz = u_xlat10.xxx * u_xlat13.xxx + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat9.yyy * vec3(u_xlat25) + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat9.zzz * vec3(u_xlat36) + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat9.www * vec3(u_xlat25) + u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat5.xyz * u_xlat3.xyz;
					            u_xlat3.xyz = u_xlat7.xyz * u_xlat2.xyz + u_xlat3.xyz;
					            u_xlat6.xyz = u_xlat4.xyz * u_xlat0.xyz + (-u_xlat3.xyz);
					            u_xlat2.xyz = u_xlat13.xxx * u_xlat6.xyz + u_xlat3.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat13.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat4.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat1.x) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat5.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat13.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat3.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat5.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat13.xyz = u_xlat7.www * u_xlat13.xyz + u_xlat7.xyz;
					            u_xlat13.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat9.yyy * u_xlat3.xyz + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.zzz * vec3(u_xlat36) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat5.xyz * u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat6.xyz * u_xlat2.xyz + u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat4.xyz * u_xlat0.xyz + (-u_xlat13.xyz);
					            u_xlat2.xyz = u_xlat1.xxx * u_xlat0.xyz + u_xlat13.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(7) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec3 u_xlat9;
					bvec2 u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat12;
					bool u_xlatb12;
					float u_xlat22;
					vec2 u_xlat23;
					vec2 u_xlat26;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					uint u_xlatu36;
					bool u_xlatb36;
					uint u_xlatu37;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD5.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD5.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD5.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlatb1 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb1){
					        u_xlatb1 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb1)) ? u_xlat12.xyz : vs_TEXCOORD5.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat1.y * 0.25 + 0.75;
					        u_xlat2.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat12.x, u_xlat2.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlatb12 = 0.0<u_xlat0.z;
					    u_xlat12.x = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat23.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat23.xy = u_xlat23.xy + vec2(0.5, 0.5);
					    u_xlat33 = texture(_LightTexture0, u_xlat23.xy).w;
					    u_xlat33 = u_xlat33 * u_xlat12.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat33;
					    u_xlat11.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat22 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat12.xyz = vec3(u_xlat22) * vs_TEXCOORD2.xyz;
					    u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					    u_xlat22 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlatb11 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat11.x);
					    u_xlat12.xyz = (bool(u_xlatb11)) ? u_xlat12.xyz : (-u_xlat12.xyz);
					    u_xlat3.xyz = (bool(u_xlatb11)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat11.xyz = (bool(u_xlatb11)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat4.yyy;
					    u_xlat11.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = vec3(u_xlat36) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat12.xxx;
					    u_xlat12.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat3.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat3.xxx;
					    u_xlat12.x = dot(u_xlat11.xyz, u_xlat12.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat1.x = max(u_xlat1.x, 0.5);
					    u_xlat1.xzw = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat12.x = u_xlat12.x * 0.5 + 0.5;
					    u_xlat12.x = (-u_xlat12.x) + 1.0;
					    u_xlat12.x = u_xlat12.x + u_xlat12.x;
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat3.x = u_xlat12.x * -2.0 + 3.0;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat12.x = u_xlat12.x * u_xlat3.x;
					    u_xlat3.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat1.xzw);
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat3.xyz + u_xlat1.xzw;
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat2.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat35 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat35) * _ProjectionParams.x + u_xlat34;
					            u_xlat26.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat26.xx;
					            u_xlat5.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat5.xyz = vec3(u_xlat34) * u_xlat5.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat11.yy * unity_MatrixV[1].xy;
					            u_xlat6.xy = unity_MatrixV[0].xy * u_xlat11.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_MatrixV[2].xy * u_xlat11.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat34 = float(1.0) / u_xlat26.y;
					            u_xlat26.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat11.x = dot(u_xlat11.xyz, u_xlat5.xyz);
					            u_xlat11.x = (-u_xlat11.x) + 1.0;
					            u_xlat5.xy = u_xlat11.xx * u_xlat26.xy;
					            u_xlat11.x = u_xlat5.y * _ProjectionParams.x;
					            u_xlat5.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.x = texture(_PoiGrab, u_xlat11.xy).x;
					                u_xlat34 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.y = texture(_PoiGrab, u_xlat26.xy).y;
					                u_xlat34 = _RefractionChromaticAberattion + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.z = texture(_PoiGrab, u_xlat26.xy).z;
					            } else {
					                u_xlat4.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					            }
					        } else {
					            u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					        }
					        u_xlatb4 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					        u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					        u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					        u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat4.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.zz * vs_TEXCOORD1.zw + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.ww * vs_TEXCOORD0.xy + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat4.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat4.xy;
					        u_xlat34 = texture(_GrabPassBlendMap, u_xlat4.xy).x;
					        u_xlat35 = u_xlat34 * _GrabPassBlendFactor;
					        u_xlatb36 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb36){
					            u_xlat36 = (-u_xlat0.x) + 1.0;
					            u_xlat35 = (-u_xlat35) * u_xlat36 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat36 = (-u_xlat35) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat5.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = vec3(u_xlat35) * u_xlat5.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat34 = (-_GrabPassBlendFactor) * u_xlat34 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat35 = (-u_xlat34) + 1.0;
					            u_xlatu36 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlatu36 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat0.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat0.xyz);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(7) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec3 u_xlat9;
					bvec2 u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat12;
					bool u_xlatb12;
					float u_xlat22;
					vec2 u_xlat23;
					vec2 u_xlat26;
					float u_xlat33;
					float u_xlat34;
					int u_xlati34;
					bool u_xlatb34;
					float u_xlat35;
					int u_xlati35;
					float u_xlat36;
					uint u_xlatu36;
					bool u_xlatb36;
					uint u_xlatu37;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD5.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD5.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD5.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlatb1 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb1){
					        u_xlatb1 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat12.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat12.xyz;
					        u_xlat12.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat12.xyz;
					        u_xlat12.xyz = u_xlat12.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb1)) ? u_xlat12.xyz : vs_TEXCOORD5.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat12.x = u_xlat1.y * 0.25 + 0.75;
					        u_xlat2.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat12.x, u_xlat2.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlatb12 = 0.0<u_xlat0.z;
					    u_xlat12.x = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat23.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat23.xy = u_xlat23.xy + vec2(0.5, 0.5);
					    u_xlat33 = texture(_LightTexture0, u_xlat23.xy).w;
					    u_xlat33 = u_xlat33 * u_xlat12.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat33;
					    u_xlat11.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat22 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat12.xyz = vec3(u_xlat22) * vs_TEXCOORD2.xyz;
					    u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					    u_xlat22 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlatb11 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat11.x);
					    u_xlat12.xyz = (bool(u_xlatb11)) ? u_xlat12.xyz : (-u_xlat12.xyz);
					    u_xlat3.xyz = (bool(u_xlatb11)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat11.xyz = (bool(u_xlatb11)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat4.yyy;
					    u_xlat11.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = vec3(u_xlat36) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat12.xxx;
					    u_xlat12.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat3.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat3.xxx;
					    u_xlat12.x = dot(u_xlat11.xyz, u_xlat12.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat1.x = max(u_xlat1.x, 0.5);
					    u_xlat1.xzw = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat12.x = u_xlat12.x * 0.5 + 0.5;
					    u_xlat12.x = (-u_xlat12.x) + 1.0;
					    u_xlat12.x = u_xlat12.x + u_xlat12.x;
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat3.x = u_xlat12.x * -2.0 + 3.0;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat12.x = u_xlat12.x * u_xlat3.x;
					    u_xlat3.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat1.xzw);
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat3.xyz + u_xlat1.xzw;
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat2.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat35 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat35) * _ProjectionParams.x + u_xlat34;
					            u_xlat26.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat26.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat5.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat5.xyz = vec3(u_xlat34) * u_xlat5.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati35 = unity_StereoEyeIndex << 2;
					            u_xlat6.xy = u_xlat11.yy * unity_StereoMatrixV[(u_xlati35 + 1) / 4][(u_xlati35 + 1) % 4].xy;
					            u_xlat6.xy = unity_StereoMatrixV[u_xlati35 / 4][u_xlati35 % 4].xy * u_xlat11.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_StereoMatrixV[(u_xlati35 + 2) / 4][(u_xlati35 + 2) % 4].xy * u_xlat11.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat34 = float(1.0) / u_xlat26.y;
					            u_xlat26.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat11.x = dot(u_xlat11.xyz, u_xlat5.xyz);
					            u_xlat11.x = (-u_xlat11.x) + 1.0;
					            u_xlat5.xy = u_xlat11.xx * u_xlat26.xy;
					            u_xlat11.x = u_xlat5.y * _ProjectionParams.x;
					            u_xlat5.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.x = texture(_PoiGrab, u_xlat11.xy).x;
					                u_xlat34 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.y = texture(_PoiGrab, u_xlat26.xy).y;
					                u_xlat34 = _RefractionChromaticAberattion + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.z = texture(_PoiGrab, u_xlat26.xy).z;
					            } else {
					                u_xlat4.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					            }
					        } else {
					            u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					        }
					        u_xlatb4 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					        u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					        u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					        u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat4.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.zz * vs_TEXCOORD1.zw + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.ww * vs_TEXCOORD0.xy + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat4.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat4.xy;
					        u_xlat34 = texture(_GrabPassBlendMap, u_xlat4.xy).x;
					        u_xlat35 = u_xlat34 * _GrabPassBlendFactor;
					        u_xlatb36 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb36){
					            u_xlat36 = (-u_xlat0.x) + 1.0;
					            u_xlat35 = (-u_xlat35) * u_xlat36 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat36 = (-u_xlat35) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat5.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = vec3(u_xlat35) * u_xlat5.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat34 = (-_GrabPassBlendFactor) * u_xlat34 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat35 = (-u_xlat34) + 1.0;
					            u_xlatu36 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlatu36 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat0.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat0.xyz);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(7) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec3 u_xlat9;
					bvec2 u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat12;
					float u_xlat22;
					vec2 u_xlat26;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					uint u_xlatu36;
					bool u_xlatb36;
					uint u_xlatu37;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb33 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb33){
					        u_xlatb33 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb33)) ? u_xlat1.xyz : vs_TEXCOORD5.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat33 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat12.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat33, u_xlat12.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat33 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat1.x = texture(_LightTextureB0, u_xlat1.xx).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat0.x = u_xlat33 * u_xlat0.x;
					    u_xlat11.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat22 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat1.xyz = vec3(u_xlat22) * vs_TEXCOORD2.xyz;
					    u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					    u_xlat22 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlatb11 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat11.x);
					    u_xlat1.xyz = (bool(u_xlatb11)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb11)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat11.xyz = (bool(u_xlatb11)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = sqrt(u_xlat34);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat4.yyy;
					    u_xlat11.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat11.xyz;
					    u_xlat1.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat1.xxx;
					    u_xlat1.x = dot(u_xlat11.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat12.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat3.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat12.xyz);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat12.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat2.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat35 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat35) * _ProjectionParams.x + u_xlat34;
					            u_xlat26.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat26.xx;
					            u_xlat5.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat5.xyz = vec3(u_xlat34) * u_xlat5.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat11.yy * unity_MatrixV[1].xy;
					            u_xlat6.xy = unity_MatrixV[0].xy * u_xlat11.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_MatrixV[2].xy * u_xlat11.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat34 = float(1.0) / u_xlat26.y;
					            u_xlat26.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat11.x = dot(u_xlat11.xyz, u_xlat5.xyz);
					            u_xlat11.x = (-u_xlat11.x) + 1.0;
					            u_xlat5.xy = u_xlat11.xx * u_xlat26.xy;
					            u_xlat11.x = u_xlat5.y * _ProjectionParams.x;
					            u_xlat5.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.x = texture(_PoiGrab, u_xlat11.xy).x;
					                u_xlat34 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.y = texture(_PoiGrab, u_xlat26.xy).y;
					                u_xlat34 = _RefractionChromaticAberattion + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.z = texture(_PoiGrab, u_xlat26.xy).z;
					            } else {
					                u_xlat4.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					            }
					        } else {
					            u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					        }
					        u_xlatb4 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					        u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					        u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					        u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat4.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.zz * vs_TEXCOORD1.zw + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.ww * vs_TEXCOORD0.xy + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat4.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat4.xy;
					        u_xlat34 = texture(_GrabPassBlendMap, u_xlat4.xy).x;
					        u_xlat35 = u_xlat34 * _GrabPassBlendFactor;
					        u_xlatb36 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb36){
					            u_xlat36 = (-u_xlat0.x) + 1.0;
					            u_xlat35 = (-u_xlat35) * u_xlat36 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat36 = (-u_xlat35) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat5.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = vec3(u_xlat35) * u_xlat5.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat34 = (-_GrabPassBlendFactor) * u_xlat34 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat35 = (-u_xlat34) + 1.0;
					            u_xlatu36 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlatu36 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat0.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat0.xyz);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(7) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec3 u_xlat9;
					bvec2 u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat12;
					float u_xlat22;
					vec2 u_xlat26;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					bool u_xlatb34;
					float u_xlat35;
					int u_xlati35;
					float u_xlat36;
					uint u_xlatu36;
					bool u_xlatb36;
					uint u_xlatu37;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb33 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb33){
					        u_xlatb33 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb33)) ? u_xlat1.xyz : vs_TEXCOORD5.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat33 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat12.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat33, u_xlat12.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat33 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat1.x = texture(_LightTextureB0, u_xlat1.xx).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat0.x = u_xlat33 * u_xlat0.x;
					    u_xlat11.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat22 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat1.xyz = vec3(u_xlat22) * vs_TEXCOORD2.xyz;
					    u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					    u_xlat22 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlatb11 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat11.x);
					    u_xlat1.xyz = (bool(u_xlatb11)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb11)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat11.xyz = (bool(u_xlatb11)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = sqrt(u_xlat34);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat4.yyy;
					    u_xlat11.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat11.xyz;
					    u_xlat1.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat1.xxx;
					    u_xlat1.x = dot(u_xlat11.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat12.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat3.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat12.xyz);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat12.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat2.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat35 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat35) * _ProjectionParams.x + u_xlat34;
					            u_xlat26.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat26.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat5.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat5.xyz = vec3(u_xlat34) * u_xlat5.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati35 = unity_StereoEyeIndex << 2;
					            u_xlat6.xy = u_xlat11.yy * unity_StereoMatrixV[(u_xlati35 + 1) / 4][(u_xlati35 + 1) % 4].xy;
					            u_xlat6.xy = unity_StereoMatrixV[u_xlati35 / 4][u_xlati35 % 4].xy * u_xlat11.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_StereoMatrixV[(u_xlati35 + 2) / 4][(u_xlati35 + 2) % 4].xy * u_xlat11.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat34 = float(1.0) / u_xlat26.y;
					            u_xlat26.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat11.x = dot(u_xlat11.xyz, u_xlat5.xyz);
					            u_xlat11.x = (-u_xlat11.x) + 1.0;
					            u_xlat5.xy = u_xlat11.xx * u_xlat26.xy;
					            u_xlat11.x = u_xlat5.y * _ProjectionParams.x;
					            u_xlat5.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.x = texture(_PoiGrab, u_xlat11.xy).x;
					                u_xlat34 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.y = texture(_PoiGrab, u_xlat26.xy).y;
					                u_xlat34 = _RefractionChromaticAberattion + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.z = texture(_PoiGrab, u_xlat26.xy).z;
					            } else {
					                u_xlat4.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					            }
					        } else {
					            u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					        }
					        u_xlatb4 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					        u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					        u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					        u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat4.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.zz * vs_TEXCOORD1.zw + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.ww * vs_TEXCOORD0.xy + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat4.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat4.xy;
					        u_xlat34 = texture(_GrabPassBlendMap, u_xlat4.xy).x;
					        u_xlat35 = u_xlat34 * _GrabPassBlendFactor;
					        u_xlatb36 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb36){
					            u_xlat36 = (-u_xlat0.x) + 1.0;
					            u_xlat35 = (-u_xlat35) * u_xlat36 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat36 = (-u_xlat35) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat5.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = vec3(u_xlat35) * u_xlat5.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat34 = (-_GrabPassBlendFactor) * u_xlat34 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat35 = (-u_xlat34) + 1.0;
					            u_xlatu36 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlatu36 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat0.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat0.xyz);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  sampler2D _MainTex;
					UNITY_LOCATION(4) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(5) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(6) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec3 u_xlat9;
					bvec2 u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat12;
					float u_xlat22;
					bool u_xlatb22;
					vec2 u_xlat26;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					uint u_xlatu36;
					bool u_xlatb36;
					uint u_xlatu37;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD5.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * vs_TEXCOORD5.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * vs_TEXCOORD5.zz + u_xlat0.xy;
					    u_xlat0.xy = u_xlat0.xy + unity_WorldToLight[3].xy;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb22)) ? u_xlat1.xyz : vs_TEXCOORD5.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat33 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat33, u_xlat22);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xy).w;
					    u_xlat0.x = u_xlat22 * u_xlat0.x;
					    u_xlat11.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat22 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat1.xyz = vec3(u_xlat22) * vs_TEXCOORD2.xyz;
					    u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					    u_xlat22 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlatb11 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat11.x);
					    u_xlat1.xyz = (bool(u_xlatb11)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb11)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat11.xyz = (bool(u_xlatb11)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = sqrt(u_xlat34);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat4.yyy;
					    u_xlat11.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat11.xyz;
					    u_xlat1.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat1.xxx;
					    u_xlat1.x = dot(u_xlat11.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat12.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat3.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat12.xyz);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat12.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat2.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat35 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat35) * _ProjectionParams.x + u_xlat34;
					            u_xlat26.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat26.xx;
					            u_xlat5.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat34 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat5.xyz = vec3(u_xlat34) * u_xlat5.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat11.yy * unity_MatrixV[1].xy;
					            u_xlat6.xy = unity_MatrixV[0].xy * u_xlat11.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_MatrixV[2].xy * u_xlat11.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat34 = float(1.0) / u_xlat26.y;
					            u_xlat26.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat11.x = dot(u_xlat11.xyz, u_xlat5.xyz);
					            u_xlat11.x = (-u_xlat11.x) + 1.0;
					            u_xlat5.xy = u_xlat11.xx * u_xlat26.xy;
					            u_xlat11.x = u_xlat5.y * _ProjectionParams.x;
					            u_xlat5.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.x = texture(_PoiGrab, u_xlat11.xy).x;
					                u_xlat34 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.y = texture(_PoiGrab, u_xlat26.xy).y;
					                u_xlat34 = _RefractionChromaticAberattion + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.z = texture(_PoiGrab, u_xlat26.xy).z;
					            } else {
					                u_xlat4.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					            }
					        } else {
					            u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					        }
					        u_xlatb4 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					        u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					        u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					        u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat4.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.zz * vs_TEXCOORD1.zw + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.ww * vs_TEXCOORD0.xy + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat4.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat4.xy;
					        u_xlat34 = texture(_GrabPassBlendMap, u_xlat4.xy).x;
					        u_xlat35 = u_xlat34 * _GrabPassBlendFactor;
					        u_xlatb36 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb36){
					            u_xlat36 = (-u_xlat0.x) + 1.0;
					            u_xlat35 = (-u_xlat35) * u_xlat36 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat36 = (-u_xlat35) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat5.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = vec3(u_xlat35) * u_xlat5.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat34 = (-_GrabPassBlendFactor) * u_xlat34 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat35 = (-u_xlat34) + 1.0;
					            u_xlatu36 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlatu36 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat0.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat0.xyz);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerDraw {
						vec4 unused_3_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_3_2;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  sampler2D _MainTex;
					UNITY_LOCATION(4) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(5) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(6) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec3 u_xlat9;
					bvec2 u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat12;
					float u_xlat22;
					bool u_xlatb22;
					vec2 u_xlat26;
					float u_xlat33;
					float u_xlat34;
					int u_xlati34;
					bool u_xlatb34;
					float u_xlat35;
					int u_xlati35;
					float u_xlat36;
					uint u_xlatu36;
					bool u_xlatb36;
					uint u_xlatu37;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD5.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * vs_TEXCOORD5.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * vs_TEXCOORD5.zz + u_xlat0.xy;
					    u_xlat0.xy = u_xlat0.xy + unity_WorldToLight[3].xy;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb22)) ? u_xlat1.xyz : vs_TEXCOORD5.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat33 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat33, u_xlat22);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xy).w;
					    u_xlat0.x = u_xlat22 * u_xlat0.x;
					    u_xlat11.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat22 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat1.xyz = vec3(u_xlat22) * vs_TEXCOORD2.xyz;
					    u_xlat2.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat2.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat2.xyz);
					    u_xlat22 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlatb11 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat11.x);
					    u_xlat1.xyz = (bool(u_xlatb11)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb11)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat11.xyz = (bool(u_xlatb11)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2 = texture(_MainTex, u_xlat2.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = sqrt(u_xlat34);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat4.yyy;
					    u_xlat11.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat11.xyz;
					    u_xlat1.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat11.xyz = u_xlat11.xyz * u_xlat1.xxx;
					    u_xlat1.x = dot(u_xlat11.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat12.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat3.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat12.xyz);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat3.xyz + u_xlat12.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat2.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb34 = _RefractionEnabled==1.0;
					        if(u_xlatb34){
					            u_xlat34 = vs_TEXCOORD7.w * 0.5;
					            u_xlat35 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat35) * _ProjectionParams.x + u_xlat34;
					            u_xlat26.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat26.xx;
					            u_xlati34 = unity_StereoEyeIndex;
					            u_xlat5.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					            u_xlat34 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat34 = inversesqrt(u_xlat34);
					            u_xlat5.xyz = vec3(u_xlat34) * u_xlat5.xyz;
					            u_xlat34 = _RefractionIndex + -1.0;
					            u_xlati35 = unity_StereoEyeIndex << 2;
					            u_xlat6.xy = u_xlat11.yy * unity_StereoMatrixV[(u_xlati35 + 1) / 4][(u_xlati35 + 1) % 4].xy;
					            u_xlat6.xy = unity_StereoMatrixV[u_xlati35 / 4][u_xlati35 % 4].xy * u_xlat11.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_StereoMatrixV[(u_xlati35 + 2) / 4][(u_xlati35 + 2) % 4].xy * u_xlat11.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat34 = float(1.0) / u_xlat26.y;
					            u_xlat26.xy = vec2(u_xlat34) * u_xlat6.xy;
					            u_xlat11.x = dot(u_xlat11.xyz, u_xlat5.xyz);
					            u_xlat11.x = (-u_xlat11.x) + 1.0;
					            u_xlat5.xy = u_xlat11.xx * u_xlat26.xy;
					            u_xlat11.x = u_xlat5.y * _ProjectionParams.x;
					            u_xlat5.z = (-u_xlat11.x);
					            u_xlatb11 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb11){
					                u_xlat11.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.x = texture(_PoiGrab, u_xlat11.xy).x;
					                u_xlat34 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.y = texture(_PoiGrab, u_xlat26.xy).y;
					                u_xlat34 = _RefractionChromaticAberattion + 1.0;
					                u_xlat26.xy = u_xlat5.xz * vec2(u_xlat34) + u_xlat4.xy;
					                u_xlat11.z = texture(_PoiGrab, u_xlat26.xy).z;
					            } else {
					                u_xlat4.xy = u_xlat4.xy + u_xlat5.xz;
					                u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					            }
					        } else {
					            u_xlat4.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat11.xyz = texture(_PoiGrab, u_xlat4.xy).xyz;
					        }
					        u_xlatb4 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					        u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					        u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					        u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat4.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat4.xy = u_xlat4.zz * vs_TEXCOORD1.zw + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.ww * vs_TEXCOORD0.xy + u_xlat4.xy;
					        u_xlat4.xy = u_xlat4.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat4.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat4.xy;
					        u_xlat34 = texture(_GrabPassBlendMap, u_xlat4.xy).x;
					        u_xlat35 = u_xlat34 * _GrabPassBlendFactor;
					        u_xlatb36 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb36){
					            u_xlat36 = (-u_xlat0.x) + 1.0;
					            u_xlat35 = (-u_xlat35) * u_xlat36 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat36 = (-u_xlat35) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat5.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = vec3(u_xlat35) * u_xlat5.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat34 = (-_GrabPassBlendFactor) * u_xlat34 + 1.0;
					            u_xlat4.xyz = (-u_xlat11.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat2.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat35 = (-u_xlat34) + 1.0;
					            u_xlatu36 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat11.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat34) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat35) + u_xlat6.xyz;
					            u_xlatu36 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu36), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu36), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu36), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat11.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat4.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.xxx * vec3(u_xlat34) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.yyy * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat8.www * vec3(u_xlat35) + u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat11.xyz * u_xlat4.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat0.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz + (-u_xlat0.xyz);
					            u_xlat3.xyz = vec3(u_xlat34) * u_xlat1.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					vec2 u_xlat29;
					float u_xlat36;
					float u_xlat37;
					uint u_xlatu37;
					bool u_xlatb37;
					float u_xlat38;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD5.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD5.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD5.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat37 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat37) + u_xlat2.x;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat14.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat3 = vs_TEXCOORD5.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat3 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD5.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD5.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat14.xyz = u_xlat3.xyz / u_xlat3.www;
					    vec3 txVec0 = vec3(u_xlat14.xy,u_xlat14.z);
					    u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat26 = (-_LightShadowData.x) + 1.0;
					    u_xlat14.x = u_xlat14.x * u_xlat26 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat14.x) + u_xlat2.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x + u_xlat14.x;
					    u_xlatb2 = 0.0<u_xlat0.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat14.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat14.xy = u_xlat14.xy + vec2(0.5, 0.5);
					    u_xlat36 = texture(_LightTexture0, u_xlat14.xy).w;
					    u_xlat36 = u_xlat36 * u_xlat2.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat36;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat38 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat38 = min(u_xlat38, 1.0);
					    u_xlat38 = (-u_xlat38) + 1.0;
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat5.yyy;
					    u_xlat12.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = vec3(u_xlat38) * u_xlat2.xyz + u_xlat12.xyz;
					    u_xlat2.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat2.xxx;
					    u_xlat2.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat38 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat38 = inversesqrt(u_xlat38);
					    u_xlat2.xyz = vec3(u_xlat38) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat12.xyz, u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat37 = max(u_xlat37, 0.5);
					    u_xlat14.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlat37 = u_xlat2.x * 0.5 + 0.5;
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = u_xlat37 + u_xlat37;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat2.x = u_xlat37 * -2.0 + 3.0;
					    u_xlat37 = u_xlat37 * u_xlat37;
					    u_xlat37 = u_xlat37 * u_xlat2.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat14.xyz);
					    u_xlat2.xyz = vec3(u_xlat37) * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat5.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat3.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb37 = _RefractionEnabled==1.0;
					        if(u_xlatb37){
					            u_xlat37 = vs_TEXCOORD7.w * 0.5;
					            u_xlat38 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat5.y = (-u_xlat38) * _ProjectionParams.x + u_xlat37;
					            u_xlat29.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat5.x = vs_TEXCOORD7.x;
					            u_xlat5.xy = u_xlat5.xy / u_xlat29.xx;
					            u_xlat37 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat37 = inversesqrt(u_xlat37);
					            u_xlat1.xyz = vec3(u_xlat37) * u_xlat1.xyz;
					            u_xlat37 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat12.yy * unity_MatrixV[1].xy;
					            u_xlat6.xy = unity_MatrixV[0].xy * u_xlat12.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_MatrixV[2].xy * u_xlat12.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat37 = float(1.0) / u_xlat29.y;
					            u_xlat29.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat12.x = dot(u_xlat12.xyz, u_xlat1.xyz);
					            u_xlat12.x = (-u_xlat12.x) + 1.0;
					            u_xlat1.xy = u_xlat12.xx * u_xlat29.xy;
					            u_xlat12.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat12.x);
					            u_xlatb12 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb12){
					                u_xlat12.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.x = texture(_PoiGrab, u_xlat12.xy).x;
					                u_xlat13.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.y = texture(_PoiGrab, u_xlat13.xz).y;
					                u_xlat13.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.z = texture(_PoiGrab, u_xlat13.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat13.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb25 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb25){
					            u_xlat25 = (-u_xlat0.x) + 1.0;
					            u_xlat13.x = (-u_xlat13.x) * u_xlat25 + 1.0;
					            u_xlat5.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat25 = (-u_xlat13.x) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat5.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat12.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat4.xyz + u_xlat11.xyz;
					            u_xlat5.xyz = u_xlat8.www * u_xlat5.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat10.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.yyy * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.zzz * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.www * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat12.xyz * u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat6.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat5.xyz);
					            u_xlat4.xyz = u_xlat13.xxx * u_xlat6.xyz + u_xlat5.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat13.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat1.x) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat12.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat4.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat13.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat13.xyz = u_xlat7.www * u_xlat13.xyz + u_xlat7.xyz;
					            u_xlat13.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat12.xyz * u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat4.xyz + u_xlat0.xyz;
					            u_xlat13.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat0.xyz);
					            u_xlat4.xyz = u_xlat1.xxx * u_xlat13.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat4.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityStereoGlobals {
						vec4 unused_5_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_5_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_5_4[3];
					};
					UNITY_BINDING(6) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(7) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					vec2 u_xlat26;
					vec2 u_xlat29;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					uint u_xlatu37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					uint u_xlatu39;
					float u_xlat40;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD5.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD5.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD5.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati37 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].z;
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat14.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat14.x = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat14.x = sqrt(u_xlat14.x);
					    u_xlat14.x = (-u_xlat2.x) + u_xlat14.x;
					    u_xlat2.x = unity_ShadowFadeCenterAndType.w * u_xlat14.x + u_xlat2.x;
					    u_xlat2.x = u_xlat2.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat14.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD5.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat14.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat26.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat26.x, u_xlat14.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat14.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14.x = clamp(u_xlat14.x, 0.0, 1.0);
					    u_xlat3 = vs_TEXCOORD5.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat3 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD5.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD5.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat3.xyz = u_xlat3.xyz / u_xlat3.www;
					    vec3 txVec0 = vec3(u_xlat3.xy,u_xlat3.z);
					    u_xlat26.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat38 = (-_LightShadowData.x) + 1.0;
					    u_xlat26.x = u_xlat26.x * u_xlat38 + _LightShadowData.x;
					    u_xlat14.x = (-u_xlat26.x) + u_xlat14.x;
					    u_xlat2.x = u_xlat2.x * u_xlat14.x + u_xlat26.x;
					    u_xlatb14 = 0.0<u_xlat0.z;
					    u_xlat14.x = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat26.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat26.xy = u_xlat26.xy + vec2(0.5, 0.5);
					    u_xlat36 = texture(_LightTexture0, u_xlat26.xy).w;
					    u_xlat36 = u_xlat36 * u_xlat14.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat36;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat14.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat14.xyz = (bool(u_xlatb12)) ? u_xlat14.xyz : (-u_xlat14.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat5.yyy;
					    u_xlat12.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = vec3(u_xlat40) * u_xlat14.xyz + u_xlat12.xyz;
					    u_xlat14.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat14.xxx;
					    u_xlat14.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat4.x = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat14.xyz = u_xlat14.xyz * u_xlat4.xxx;
					    u_xlat14.x = dot(u_xlat12.xyz, u_xlat14.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat2.x = max(u_xlat2.x, 0.5);
					    u_xlat2.xzw = u_xlat2.xxx * _LightColor0.xyz;
					    u_xlat14.x = u_xlat14.x * 0.5 + 0.5;
					    u_xlat14.x = (-u_xlat14.x) + 1.0;
					    u_xlat14.x = u_xlat14.x + u_xlat14.x;
					    u_xlat14.x = clamp(u_xlat14.x, 0.0, 1.0);
					    u_xlat4.x = u_xlat14.x * -2.0 + 3.0;
					    u_xlat14.x = u_xlat14.x * u_xlat14.x;
					    u_xlat14.x = u_xlat14.x * u_xlat4.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat2.xzw);
					    u_xlat2.xyz = u_xlat14.xxx * u_xlat4.xyz + u_xlat2.xzw;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat5.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat3.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb38 = _RefractionEnabled==1.0;
					        if(u_xlatb38){
					            u_xlat38 = vs_TEXCOORD7.w * 0.5;
					            u_xlat39 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat5.y = (-u_xlat39) * _ProjectionParams.x + u_xlat38;
					            u_xlat29.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat5.x = vs_TEXCOORD7.x;
					            u_xlat5.xy = u_xlat5.xy / u_xlat29.xx;
					            u_xlat38 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat38 = inversesqrt(u_xlat38);
					            u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat38);
					            u_xlat38 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat12.yy * unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].xy;
					            u_xlat6.xy = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].xy * u_xlat12.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].xy * u_xlat12.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat38) * u_xlat6.xy;
					            u_xlat37 = float(1.0) / u_xlat29.y;
					            u_xlat29.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat12.x = dot(u_xlat12.xyz, u_xlat1.xyz);
					            u_xlat12.x = (-u_xlat12.x) + 1.0;
					            u_xlat1.xy = u_xlat12.xx * u_xlat29.xy;
					            u_xlat12.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat12.x);
					            u_xlatb12 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb12){
					                u_xlat12.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.x = texture(_PoiGrab, u_xlat12.xy).x;
					                u_xlat13.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.y = texture(_PoiGrab, u_xlat13.xz).y;
					                u_xlat13.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.z = texture(_PoiGrab, u_xlat13.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat13.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb25 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb25){
					            u_xlat25 = (-u_xlat0.x) + 1.0;
					            u_xlat13.x = (-u_xlat13.x) * u_xlat25 + 1.0;
					            u_xlat5.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat25 = (-u_xlat13.x) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat5.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat12.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat4.xyz + u_xlat11.xyz;
					            u_xlat5.xyz = u_xlat8.www * u_xlat5.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat10.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.yyy * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.zzz * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.www * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat12.xyz * u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat6.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat5.xyz);
					            u_xlat4.xyz = u_xlat13.xxx * u_xlat6.xyz + u_xlat5.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat13.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat1.x) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat12.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat4.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat13.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat13.xyz = u_xlat7.www * u_xlat13.xyz + u_xlat7.xyz;
					            u_xlat13.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat12.xyz * u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat4.xyz + u_xlat0.xyz;
					            u_xlat13.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat0.xyz);
					            u_xlat4.xyz = u_xlat1.xxx * u_xlat13.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat4.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_6[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_8[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_10[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_18;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_22[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_24;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					float u_xlat26;
					vec2 u_xlat27;
					vec2 u_xlat29;
					float u_xlat36;
					float u_xlat37;
					uint u_xlatu37;
					bool u_xlatb37;
					float u_xlat38;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD5.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD5.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD5.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat37 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat37) + u_xlat2.x;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat14.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb14 = u_xlat37<0.99000001;
					    if(u_xlatb14){
					        u_xlat3 = vs_TEXCOORD5.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat3 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD5.xxxx + u_xlat3;
					        u_xlat3 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD5.zzzz + u_xlat3;
					        u_xlat3 = u_xlat3 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat14.xyz = u_xlat3.xyz / u_xlat3.www;
					        u_xlat3.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat3.xy = floor(u_xlat3.xy);
					        u_xlat14.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat3.xy);
					        u_xlat4 = u_xlat14.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat5.xw = u_xlat4.xz * u_xlat4.xz;
					        u_xlat27.xy = u_xlat5.xw * vec2(0.5, 0.5) + (-u_xlat14.xy);
					        u_xlat4.xz = (-u_xlat14.xy) + vec2(1.0, 1.0);
					        u_xlat6.xy = min(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat4.xz = (-u_xlat6.xy) * u_xlat6.xy + u_xlat4.xz;
					        u_xlat14.xy = max(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat14.xy = (-u_xlat14.xy) * u_xlat14.xy + u_xlat4.yw;
					        u_xlat6.x = u_xlat27.x;
					        u_xlat6.y = u_xlat4.x;
					        u_xlat6.z = u_xlat14.x;
					        u_xlat6.w = u_xlat5.x;
					        u_xlat6 = u_xlat6 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat5.x = u_xlat27.y;
					        u_xlat5.y = u_xlat4.z;
					        u_xlat5.z = u_xlat14.y;
					        u_xlat4 = u_xlat5 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat5 = u_xlat6.ywyw + u_xlat6.xzxz;
					        u_xlat7 = u_xlat4.yyww + u_xlat4.xxzz;
					        u_xlat14.xy = u_xlat6.yw / u_xlat5.zw;
					        u_xlat14.xy = u_xlat14.xy + vec2(-1.5, 0.5);
					        u_xlat27.xy = u_xlat4.yw / u_xlat7.yw;
					        u_xlat27.xy = u_xlat27.xy + vec2(-1.5, 0.5);
					        u_xlat4.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat4.zw = u_xlat27.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat5 = u_xlat5 * u_xlat7;
					        u_xlat6 = u_xlat3.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat4.xzyz;
					        vec3 txVec0 = vec3(u_xlat6.xy,u_xlat14.z);
					        u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat6.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat26 = u_xlat26 * u_xlat5.y;
					        u_xlat14.x = u_xlat5.x * u_xlat14.x + u_xlat26;
					        u_xlat3 = u_xlat3.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat4.xwyw;
					        vec3 txVec2 = vec3(u_xlat3.xy,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat14.x = u_xlat5.z * u_xlat26 + u_xlat14.x;
					        vec3 txVec3 = vec3(u_xlat3.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat14.x = u_xlat5.w * u_xlat26 + u_xlat14.x;
					        u_xlat26 = (-_LightShadowData.x) + 1.0;
					        u_xlat14.x = u_xlat14.x * u_xlat26 + _LightShadowData.x;
					    } else {
					        u_xlat14.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat14.x) + u_xlat2.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x + u_xlat14.x;
					    u_xlatb2 = 0.0<u_xlat0.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat14.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat14.xy = u_xlat14.xy + vec2(0.5, 0.5);
					    u_xlat36 = texture(_LightTexture0, u_xlat14.xy).w;
					    u_xlat36 = u_xlat36 * u_xlat2.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat36;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat38 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat38 = min(u_xlat38, 1.0);
					    u_xlat38 = (-u_xlat38) + 1.0;
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat5.yyy;
					    u_xlat12.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = vec3(u_xlat38) * u_xlat2.xyz + u_xlat12.xyz;
					    u_xlat2.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat2.xxx;
					    u_xlat2.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat38 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat38 = inversesqrt(u_xlat38);
					    u_xlat2.xyz = vec3(u_xlat38) * u_xlat2.xyz;
					    u_xlat2.x = dot(u_xlat12.xyz, u_xlat2.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat37 = max(u_xlat37, 0.5);
					    u_xlat14.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlat37 = u_xlat2.x * 0.5 + 0.5;
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = u_xlat37 + u_xlat37;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat2.x = u_xlat37 * -2.0 + 3.0;
					    u_xlat37 = u_xlat37 * u_xlat37;
					    u_xlat37 = u_xlat37 * u_xlat2.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat14.xyz);
					    u_xlat2.xyz = vec3(u_xlat37) * u_xlat4.xyz + u_xlat14.xyz;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat5.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat3.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb37 = _RefractionEnabled==1.0;
					        if(u_xlatb37){
					            u_xlat37 = vs_TEXCOORD7.w * 0.5;
					            u_xlat38 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat5.y = (-u_xlat38) * _ProjectionParams.x + u_xlat37;
					            u_xlat29.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat5.x = vs_TEXCOORD7.x;
					            u_xlat5.xy = u_xlat5.xy / u_xlat29.xx;
					            u_xlat37 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat37 = inversesqrt(u_xlat37);
					            u_xlat1.xyz = vec3(u_xlat37) * u_xlat1.xyz;
					            u_xlat37 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat12.yy * unity_MatrixV[1].xy;
					            u_xlat6.xy = unity_MatrixV[0].xy * u_xlat12.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_MatrixV[2].xy * u_xlat12.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat37 = float(1.0) / u_xlat29.y;
					            u_xlat29.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat12.x = dot(u_xlat12.xyz, u_xlat1.xyz);
					            u_xlat12.x = (-u_xlat12.x) + 1.0;
					            u_xlat1.xy = u_xlat12.xx * u_xlat29.xy;
					            u_xlat12.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat12.x);
					            u_xlatb12 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb12){
					                u_xlat12.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.x = texture(_PoiGrab, u_xlat12.xy).x;
					                u_xlat13.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.y = texture(_PoiGrab, u_xlat13.xz).y;
					                u_xlat13.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.z = texture(_PoiGrab, u_xlat13.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat13.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb25 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb25){
					            u_xlat25 = (-u_xlat0.x) + 1.0;
					            u_xlat13.x = (-u_xlat13.x) * u_xlat25 + 1.0;
					            u_xlat5.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat25 = (-u_xlat13.x) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat5.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat12.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat4.xyz + u_xlat11.xyz;
					            u_xlat5.xyz = u_xlat8.www * u_xlat5.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat10.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.yyy * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.zzz * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.www * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat12.xyz * u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat6.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat5.xyz);
					            u_xlat4.xyz = u_xlat13.xxx * u_xlat6.xyz + u_xlat5.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat13.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat1.x) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat12.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat4.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat13.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat13.xyz = u_xlat7.www * u_xlat13.xyz + u_xlat7.xyz;
					            u_xlat13.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat12.xyz * u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat4.xyz + u_xlat0.xyz;
					            u_xlat13.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat0.xyz);
					            u_xlat4.xyz = u_xlat1.xxx * u_xlat13.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat4.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_6[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_8[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_10[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_18;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_22[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_24;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityStereoGlobals {
						vec4 unused_5_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_5_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_5_4[3];
					};
					UNITY_BINDING(6) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(7) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					bool u_xlatb14;
					float u_xlat15;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					vec2 u_xlat26;
					bool u_xlatb26;
					vec2 u_xlat29;
					vec2 u_xlat30;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					uint u_xlatu37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					uint u_xlatu39;
					float u_xlat40;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD5.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD5.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD5.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati37 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].z;
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat14.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat14.x = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat14.x = sqrt(u_xlat14.x);
					    u_xlat14.x = (-u_xlat2.x) + u_xlat14.x;
					    u_xlat2.x = unity_ShadowFadeCenterAndType.w * u_xlat14.x + u_xlat2.x;
					    u_xlat2.x = u_xlat2.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb14 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb14){
					        u_xlatb14 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat14.xyz = (bool(u_xlatb14)) ? u_xlat3.xyz : vs_TEXCOORD5.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat14.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat26.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat26.x, u_xlat14.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat14.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat14.x = clamp(u_xlat14.x, 0.0, 1.0);
					    u_xlatb26 = u_xlat2.x<0.99000001;
					    if(u_xlatb26){
					        u_xlat3 = vs_TEXCOORD5.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat3 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD5.xxxx + u_xlat3;
					        u_xlat3 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD5.zzzz + u_xlat3;
					        u_xlat3 = u_xlat3 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat3.xyz = u_xlat3.xyz / u_xlat3.www;
					        u_xlat26.xy = u_xlat3.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat26.xy = floor(u_xlat26.xy);
					        u_xlat3.xy = u_xlat3.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat26.xy);
					        u_xlat4 = u_xlat3.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat5.xw = u_xlat4.xz * u_xlat4.xz;
					        u_xlat4.xz = u_xlat5.xw * vec2(0.5, 0.5) + (-u_xlat3.xy);
					        u_xlat6.xy = (-u_xlat3.xy) + vec2(1.0, 1.0);
					        u_xlat30.xy = min(u_xlat3.xy, vec2(0.0, 0.0));
					        u_xlat6.xy = (-u_xlat30.xy) * u_xlat30.xy + u_xlat6.xy;
					        u_xlat3.xy = max(u_xlat3.xy, vec2(0.0, 0.0));
					        u_xlat3.xy = (-u_xlat3.xy) * u_xlat3.xy + u_xlat4.yw;
					        u_xlat7.x = u_xlat4.x;
					        u_xlat7.y = u_xlat6.x;
					        u_xlat7.z = u_xlat3.x;
					        u_xlat7.w = u_xlat5.x;
					        u_xlat7 = u_xlat7 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat5.x = u_xlat4.z;
					        u_xlat5.y = u_xlat6.y;
					        u_xlat5.z = u_xlat3.y;
					        u_xlat4 = u_xlat5 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat5 = u_xlat7.ywyw + u_xlat7.xzxz;
					        u_xlat6 = u_xlat4.yyww + u_xlat4.xxzz;
					        u_xlat3.xy = u_xlat7.yw / u_xlat5.zw;
					        u_xlat3.xy = u_xlat3.xy + vec2(-1.5, 0.5);
					        u_xlat4.xy = u_xlat4.yw / u_xlat6.yw;
					        u_xlat4.xy = u_xlat4.xy + vec2(-1.5, 0.5);
					        u_xlat7.xy = u_xlat3.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat7.zw = u_xlat4.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat4 = u_xlat5 * u_xlat6;
					        u_xlat5 = u_xlat26.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					        vec3 txVec0 = vec3(u_xlat5.xy,u_xlat3.z);
					        u_xlat3.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat5.zw,u_xlat3.z);
					        u_xlat15 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat15 = u_xlat15 * u_xlat4.y;
					        u_xlat3.x = u_xlat4.x * u_xlat3.x + u_xlat15;
					        u_xlat5 = u_xlat26.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					        vec3 txVec2 = vec3(u_xlat5.xy,u_xlat3.z);
					        u_xlat26.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat26.x = u_xlat4.z * u_xlat26.x + u_xlat3.x;
					        vec3 txVec3 = vec3(u_xlat5.zw,u_xlat3.z);
					        u_xlat38 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat26.x = u_xlat4.w * u_xlat38 + u_xlat26.x;
					        u_xlat38 = (-_LightShadowData.x) + 1.0;
					        u_xlat26.x = u_xlat26.x * u_xlat38 + _LightShadowData.x;
					    } else {
					        u_xlat26.x = 1.0;
					    }
					    u_xlat14.x = (-u_xlat26.x) + u_xlat14.x;
					    u_xlat2.x = u_xlat2.x * u_xlat14.x + u_xlat26.x;
					    u_xlatb14 = 0.0<u_xlat0.z;
					    u_xlat14.x = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat26.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat26.xy = u_xlat26.xy + vec2(0.5, 0.5);
					    u_xlat36 = texture(_LightTexture0, u_xlat26.xy).w;
					    u_xlat36 = u_xlat36 * u_xlat14.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat36;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat14.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat14.xyz = (bool(u_xlatb12)) ? u_xlat14.xyz : (-u_xlat14.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat5.yyy;
					    u_xlat12.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = vec3(u_xlat40) * u_xlat14.xyz + u_xlat12.xyz;
					    u_xlat14.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat14.xxx;
					    u_xlat14.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat4.x = dot(u_xlat14.xyz, u_xlat14.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat14.xyz = u_xlat14.xyz * u_xlat4.xxx;
					    u_xlat14.x = dot(u_xlat12.xyz, u_xlat14.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat2.x = max(u_xlat2.x, 0.5);
					    u_xlat2.xzw = u_xlat2.xxx * _LightColor0.xyz;
					    u_xlat14.x = u_xlat14.x * 0.5 + 0.5;
					    u_xlat14.x = (-u_xlat14.x) + 1.0;
					    u_xlat14.x = u_xlat14.x + u_xlat14.x;
					    u_xlat14.x = clamp(u_xlat14.x, 0.0, 1.0);
					    u_xlat4.x = u_xlat14.x * -2.0 + 3.0;
					    u_xlat14.x = u_xlat14.x * u_xlat14.x;
					    u_xlat14.x = u_xlat14.x * u_xlat4.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat2.xzw);
					    u_xlat2.xyz = u_xlat14.xxx * u_xlat4.xyz + u_xlat2.xzw;
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat5.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat3.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb38 = _RefractionEnabled==1.0;
					        if(u_xlatb38){
					            u_xlat38 = vs_TEXCOORD7.w * 0.5;
					            u_xlat39 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat5.y = (-u_xlat39) * _ProjectionParams.x + u_xlat38;
					            u_xlat29.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat5.x = vs_TEXCOORD7.x;
					            u_xlat5.xy = u_xlat5.xy / u_xlat29.xx;
					            u_xlat38 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat38 = inversesqrt(u_xlat38);
					            u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat38);
					            u_xlat38 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat12.yy * unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].xy;
					            u_xlat6.xy = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].xy * u_xlat12.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].xy * u_xlat12.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat38) * u_xlat6.xy;
					            u_xlat37 = float(1.0) / u_xlat29.y;
					            u_xlat29.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat12.x = dot(u_xlat12.xyz, u_xlat1.xyz);
					            u_xlat12.x = (-u_xlat12.x) + 1.0;
					            u_xlat1.xy = u_xlat12.xx * u_xlat29.xy;
					            u_xlat12.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat12.x);
					            u_xlatb12 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb12){
					                u_xlat12.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.x = texture(_PoiGrab, u_xlat12.xy).x;
					                u_xlat13.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.y = texture(_PoiGrab, u_xlat13.xz).y;
					                u_xlat13.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.z = texture(_PoiGrab, u_xlat13.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat13.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb25 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb25){
					            u_xlat25 = (-u_xlat0.x) + 1.0;
					            u_xlat13.x = (-u_xlat13.x) * u_xlat25 + 1.0;
					            u_xlat5.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat25 = (-u_xlat13.x) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat5.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat12.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat4.xyz + u_xlat11.xyz;
					            u_xlat5.xyz = u_xlat8.www * u_xlat5.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat10.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.yyy * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.zzz * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.www * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat12.xyz * u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat6.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat5.xyz);
					            u_xlat4.xyz = u_xlat13.xxx * u_xlat6.xyz + u_xlat5.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat13.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat1.x) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat12.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat4.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat13.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat13.xyz = u_xlat7.www * u_xlat13.xyz + u_xlat7.xyz;
					            u_xlat13.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat12.xyz * u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat4.xyz + u_xlat0.xyz;
					            u_xlat13.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat0.xyz);
					            u_xlat4.xyz = u_xlat1.xxx * u_xlat13.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat4.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(1) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(7) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 6) in  vec4 vs_TEXCOORD16;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					vec3 u_xlat13;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					vec2 u_xlat29;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					uint u_xlatu37;
					bool u_xlatb37;
					float u_xlat38;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD5.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * vs_TEXCOORD5.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * vs_TEXCOORD5.zz + u_xlat0.xy;
					    u_xlat0.xy = u_xlat0.xy + unity_WorldToLight[3].xy;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat24 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat36 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat36 = sqrt(u_xlat36);
					    u_xlat36 = (-u_xlat24) + u_xlat36;
					    u_xlat24 = unity_ShadowFadeCenterAndType.w * u_xlat36 + u_xlat24;
					    u_xlat24 = u_xlat24 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb36)) ? u_xlat2.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat36, u_xlat37);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD16.xy / vs_TEXCOORD16.ww;
					    u_xlat37 = texture(_ShadowMapTexture, u_xlat2.xy).x;
					    u_xlat36 = u_xlat36 + (-u_xlat37);
					    u_xlat24 = u_xlat24 * u_xlat36 + u_xlat37;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xy).w;
					    u_xlat0.x = u_xlat24 * u_xlat0.x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat37 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat37 = min(u_xlat37, 1.0);
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat5.yyy;
					    u_xlat12.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = vec3(u_xlat37) * u_xlat2.xyz + u_xlat12.xyz;
					    u_xlat37 = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat12.xyz = u_xlat12.xyz * vec3(u_xlat37);
					    u_xlat37 = dot(u_xlat12.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat2.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat37 * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat37 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat5.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat3.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb37 = _RefractionEnabled==1.0;
					        if(u_xlatb37){
					            u_xlat37 = vs_TEXCOORD7.w * 0.5;
					            u_xlat38 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat5.y = (-u_xlat38) * _ProjectionParams.x + u_xlat37;
					            u_xlat29.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat5.x = vs_TEXCOORD7.x;
					            u_xlat5.xy = u_xlat5.xy / u_xlat29.xx;
					            u_xlat37 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat37 = inversesqrt(u_xlat37);
					            u_xlat1.xyz = vec3(u_xlat37) * u_xlat1.xyz;
					            u_xlat37 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat12.yy * unity_MatrixV[1].xy;
					            u_xlat6.xy = unity_MatrixV[0].xy * u_xlat12.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_MatrixV[2].xy * u_xlat12.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat37 = float(1.0) / u_xlat29.y;
					            u_xlat29.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat12.x = dot(u_xlat12.xyz, u_xlat1.xyz);
					            u_xlat12.x = (-u_xlat12.x) + 1.0;
					            u_xlat1.xy = u_xlat12.xx * u_xlat29.xy;
					            u_xlat12.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat12.x);
					            u_xlatb12 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb12){
					                u_xlat12.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.x = texture(_PoiGrab, u_xlat12.xy).x;
					                u_xlat13.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.y = texture(_PoiGrab, u_xlat13.xz).y;
					                u_xlat13.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.z = texture(_PoiGrab, u_xlat13.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat13.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb25 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb25){
					            u_xlat25 = (-u_xlat0.x) + 1.0;
					            u_xlat13.x = (-u_xlat13.x) * u_xlat25 + 1.0;
					            u_xlat5.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat25 = (-u_xlat13.x) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat5.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat12.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat4.xyz + u_xlat11.xyz;
					            u_xlat5.xyz = u_xlat8.www * u_xlat5.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat10.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.yyy * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.zzz * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.www * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat12.xyz * u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat6.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat5.xyz);
					            u_xlat4.xyz = u_xlat13.xxx * u_xlat6.xyz + u_xlat5.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat13.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat1.x) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat12.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat4.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat13.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat13.xyz = u_xlat7.www * u_xlat13.xyz + u_xlat7.xyz;
					            u_xlat13.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat12.xyz * u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat4.xyz + u_xlat0.xyz;
					            u_xlat13.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat0.xyz);
					            u_xlat4.xyz = u_xlat1.xxx * u_xlat13.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat4.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityStereoGlobals {
						vec4 unused_5_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_5_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_5_4[3];
					};
					UNITY_BINDING(6) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(7) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(1) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(7) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 6) in  vec4 vs_TEXCOORD16;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					bool u_xlatb13;
					float u_xlat14;
					float u_xlat24;
					int u_xlati24;
					bool u_xlatb24;
					uint u_xlatu25;
					vec2 u_xlat28;
					float u_xlat36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD5.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * vs_TEXCOORD5.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * vs_TEXCOORD5.zz + u_xlat0.xy;
					    u_xlat0.xy = u_xlat0.xy + unity_WorldToLight[3].xy;
					    u_xlati24 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati24].xyz;
					    u_xlati24 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].z;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat37 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = unity_ShadowFadeCenterAndType.w * u_xlat37 + u_xlat36;
					    u_xlat36 = u_xlat36 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb37)) ? u_xlat2.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat37, u_xlat14);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD16.xy / vs_TEXCOORD16.ww;
					    u_xlat2.x = texture(_ShadowMapTexture, u_xlat2.xy).x;
					    u_xlat37 = u_xlat37 + (-u_xlat2.x);
					    u_xlat36 = u_xlat36 * u_xlat37 + u_xlat2.x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xy).w;
					    u_xlat0.x = u_xlat36 * u_xlat0.x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat36 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat2.xyz = vec3(u_xlat36) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat36 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat12.xz = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5 = texture(_MainTex, u_xlat12.xz);
					    u_xlat12.xz = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat12.xz).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat12.xz = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat37 = dot(u_xlat12.xz, u_xlat12.xz);
					    u_xlat37 = min(u_xlat37, 1.0);
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat12.zzz;
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat37) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat2.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat3.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat12.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat0.xyw = u_xlat0.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlatb37 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb37){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat37 = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat37 = u_xlat37 * u_xlat5.w;
					        u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					        u_xlatb38 = _RefractionEnabled==1.0;
					        if(u_xlatb38){
					            u_xlat38 = vs_TEXCOORD7.w * 0.5;
					            u_xlat39 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat39) * _ProjectionParams.x + u_xlat38;
					            u_xlat28.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat28.xx;
					            u_xlat38 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat38 = inversesqrt(u_xlat38);
					            u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat38);
					            u_xlat38 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat2.yy * unity_StereoMatrixV[(u_xlati24 + 1) / 4][(u_xlati24 + 1) % 4].xy;
					            u_xlat6.xy = unity_StereoMatrixV[u_xlati24 / 4][u_xlati24 % 4].xy * u_xlat2.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_StereoMatrixV[(u_xlati24 + 2) / 4][(u_xlati24 + 2) % 4].xy * u_xlat2.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat38) * u_xlat6.xy;
					            u_xlat24 = float(1.0) / u_xlat28.y;
					            u_xlat28.xy = vec2(u_xlat24) * u_xlat6.xy;
					            u_xlat24 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat24 = (-u_xlat24) + 1.0;
					            u_xlat1.xy = vec2(u_xlat24) * u_xlat28.xy;
					            u_xlat24 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat24);
					            u_xlatb24 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb24){
					                u_xlat2.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat2.xy).x;
					                u_xlat24 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat28.xy = u_xlat1.xz * vec2(u_xlat24) + u_xlat4.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat28.xy).y;
					                u_xlat24 = _RefractionChromaticAberattion + 1.0;
					                u_xlat28.xy = u_xlat1.xz * vec2(u_xlat24) + u_xlat4.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat28.xy).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb4 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					        u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					        u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					        u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					        u_xlat1.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat1.xy = u_xlat4.xx * vs_TEXCOORD0.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.yy * vs_TEXCOORD1.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat24 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat1.x = u_xlat24 * _GrabPassBlendFactor;
					        u_xlatb13 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb13){
					            u_xlat13 = (-u_xlat37) + 1.0;
					            u_xlat1.x = (-u_xlat1.x) * u_xlat13 + 1.0;
					            u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat5.xyz) * u_xlat0.xyw + vec3(1.0, 1.0, 1.0);
					            u_xlat13 = (-u_xlat1.x) + 1.0;
					            u_xlatu25 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu25), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu25), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu25), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat13) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * vec3(u_xlat37) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat13) + u_xlat7.xyz;
					            u_xlatu25 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu25), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu25), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu25), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat2.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat3.xyz + u_xlat11.xyz;
					            u_xlat4.xyz = u_xlat8.www * u_xlat4.xyz + u_xlat8.xyz;
					            u_xlat4.xyz = u_xlat10.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * vec3(u_xlat13) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.zzz * vec3(u_xlat37) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.www * vec3(u_xlat13) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat6.xyz = u_xlat5.xyz * u_xlat0.xyw + (-u_xlat4.xyz);
					            u_xlat3.xyz = u_xlat1.xxx * u_xlat6.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat24 = (-_GrabPassBlendFactor) * u_xlat24 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat5.xyz) * u_xlat0.xyw + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat24) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat1.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat24) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat24) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * vec3(u_xlat37) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat1.xyz + u_xlat7.xyz;
					            u_xlat1.xyz = u_xlat9.xxx * vec3(u_xlat24) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat9.yyy * u_xlat4.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.xxx * vec3(u_xlat24) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.zzz * vec3(u_xlat37) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat0.xyw = u_xlat5.xyz * u_xlat0.xyw + (-u_xlat1.xyz);
					            u_xlat3.xyz = vec3(u_xlat24) * u_xlat0.xyw + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(4) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2D _MainTex;
					UNITY_LOCATION(6) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(7) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(8) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					vec3 u_xlat13;
					bool u_xlatb13;
					float u_xlat14;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					vec2 u_xlat28;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					uint u_xlatu37;
					bool u_xlatb37;
					float u_xlat38;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat37 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = unity_ShadowFadeCenterAndType.w * u_xlat37 + u_xlat36;
					    u_xlat36 = u_xlat36 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb37)) ? u_xlat2.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat37, u_xlat14);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-_LightPositionRange.xyz);
					    u_xlat38 = max(abs(u_xlat2.y), abs(u_xlat2.x));
					    u_xlat38 = max(abs(u_xlat2.z), u_xlat38);
					    u_xlat38 = u_xlat38 + (-_LightProjectionParams.z);
					    u_xlat38 = max(u_xlat38, 9.99999975e-06);
					    u_xlat38 = u_xlat38 * _LightProjectionParams.w;
					    u_xlat38 = _LightProjectionParams.y / u_xlat38;
					    u_xlat38 = u_xlat38 + (-_LightProjectionParams.x);
					    u_xlat38 = (-u_xlat38) + 1.0;
					    vec4 txVec0 = vec4(u_xlat2.xyz,u_xlat38);
					    u_xlat2.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat14 = (-_LightShadowData.x) + 1.0;
					    u_xlat2.x = u_xlat2.x * u_xlat14 + _LightShadowData.x;
					    u_xlat37 = u_xlat37 + (-u_xlat2.x);
					    u_xlat36 = u_xlat36 * u_xlat37 + u_xlat2.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5 = texture(_MainTex, u_xlat12.xy);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat12.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat12.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat37 = dot(u_xlat12.xy, u_xlat12.xy);
					    u_xlat37 = min(u_xlat37, 1.0);
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat12.yyy;
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat37) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat2.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat3.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat24 = max(u_xlat36, 0.5);
					    u_xlat3.xyz = vec3(u_xlat24) * _LightColor0.xyz;
					    u_xlat12.x = u_xlat12.x * 0.5 + 0.5;
					    u_xlat12.x = (-u_xlat12.x) + 1.0;
					    u_xlat12.x = u_xlat12.x + u_xlat12.x;
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat24 = u_xlat12.x * -2.0 + 3.0;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat12.xyz = u_xlat12.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat12.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat5.xyz;
					    u_xlatb36 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb36){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat36 = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat36 = u_xlat36 * u_xlat5.w;
					        u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					        u_xlatb37 = _RefractionEnabled==1.0;
					        if(u_xlatb37){
					            u_xlat37 = vs_TEXCOORD7.w * 0.5;
					            u_xlat38 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat38) * _ProjectionParams.x + u_xlat37;
					            u_xlat28.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat28.xx;
					            u_xlat37 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat37 = inversesqrt(u_xlat37);
					            u_xlat1.xyz = vec3(u_xlat37) * u_xlat1.xyz;
					            u_xlat37 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat2.yy * unity_MatrixV[1].xy;
					            u_xlat6.xy = unity_MatrixV[0].xy * u_xlat2.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_MatrixV[2].xy * u_xlat2.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat37 = float(1.0) / u_xlat28.y;
					            u_xlat28.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat28.xy;
					            u_xlat13.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat13.x);
					            u_xlatb13 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb13){
					                u_xlat13.xz = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat13.xz).x;
					                u_xlat13.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat4.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat13.xz).y;
					                u_xlat13.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat4.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat13.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat4.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat4.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat4.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat4.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat13.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb25 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb25){
					            u_xlat25 = (-u_xlat36) + 1.0;
					            u_xlat13.x = (-u_xlat13.x) * u_xlat25 + 1.0;
					            u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat25 = (-u_xlat13.x) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * vec3(u_xlat36) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat2.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat3.xyz + u_xlat11.xyz;
					            u_xlat4.xyz = u_xlat8.www * u_xlat4.xyz + u_xlat8.xyz;
					            u_xlat4.xyz = u_xlat10.xxx * u_xlat13.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * vec3(u_xlat25) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.zzz * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.www * vec3(u_xlat25) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat6.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = u_xlat13.xxx * u_xlat6.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat13.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat1.x) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat13.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat13.xyz = u_xlat7.www * u_xlat13.xyz + u_xlat7.xyz;
					            u_xlat13.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat9.yyy * u_xlat4.xyz + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.zzz * vec3(u_xlat36) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat2.xyz * u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat13.xyz);
					            u_xlat3.xyz = u_xlat1.xxx * u_xlat0.xyz + u_xlat13.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityStereoGlobals {
						vec4 unused_5_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_5_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_5_4[3];
					};
					UNITY_BINDING(6) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(7) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(4) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2D _MainTex;
					UNITY_LOCATION(6) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(7) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(8) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec2 u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					bool u_xlatb13;
					vec3 u_xlat14;
					float u_xlat24;
					uint u_xlatu25;
					float u_xlat26;
					vec2 u_xlat28;
					float u_xlat36;
					int u_xlati36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlati36 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati36].xyz;
					    u_xlati36 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati36 / 4][u_xlati36 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati36 + 1) / 4][(u_xlati36 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati36 + 2) / 4][(u_xlati36 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat37) + u_xlat2.x;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat14.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat14.xyz = vs_TEXCOORD5.xyz + (-_LightPositionRange.xyz);
					    u_xlat3.x = max(abs(u_xlat14.y), abs(u_xlat14.x));
					    u_xlat3.x = max(abs(u_xlat14.z), u_xlat3.x);
					    u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.z);
					    u_xlat3.x = max(u_xlat3.x, 9.99999975e-06);
					    u_xlat3.x = u_xlat3.x * _LightProjectionParams.w;
					    u_xlat3.x = _LightProjectionParams.y / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.x);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    vec4 txVec0 = vec4(u_xlat14.xyz,u_xlat3.x);
					    u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat26 = (-_LightShadowData.x) + 1.0;
					    u_xlat14.x = u_xlat14.x * u_xlat26 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat14.x) + u_xlat2.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x + u_xlat14.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5 = texture(_MainTex, u_xlat12.xy);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat12.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat12.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat38 = dot(u_xlat12.xy, u_xlat12.xy);
					    u_xlat38 = min(u_xlat38, 1.0);
					    u_xlat38 = (-u_xlat38) + 1.0;
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat12.yyy;
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat38) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat2.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat3.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat24 = max(u_xlat37, 0.5);
					    u_xlat3.xyz = vec3(u_xlat24) * _LightColor0.xyz;
					    u_xlat12.x = u_xlat12.x * 0.5 + 0.5;
					    u_xlat12.x = (-u_xlat12.x) + 1.0;
					    u_xlat12.x = u_xlat12.x + u_xlat12.x;
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat24 = u_xlat12.x * -2.0 + 3.0;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat5.xyz;
					    u_xlatb37 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb37){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat37 = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat37 = u_xlat37 * u_xlat5.w;
					        u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					        u_xlatb38 = _RefractionEnabled==1.0;
					        if(u_xlatb38){
					            u_xlat38 = vs_TEXCOORD7.w * 0.5;
					            u_xlat39 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat39) * _ProjectionParams.x + u_xlat38;
					            u_xlat28.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat28.xx;
					            u_xlat38 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat38 = inversesqrt(u_xlat38);
					            u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat38);
					            u_xlat38 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat2.yy * unity_StereoMatrixV[(u_xlati36 + 1) / 4][(u_xlati36 + 1) % 4].xy;
					            u_xlat6.xy = unity_StereoMatrixV[u_xlati36 / 4][u_xlati36 % 4].xy * u_xlat2.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_StereoMatrixV[(u_xlati36 + 2) / 4][(u_xlati36 + 2) % 4].xy * u_xlat2.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat38) * u_xlat6.xy;
					            u_xlat36 = float(1.0) / u_xlat28.y;
					            u_xlat28.xy = vec2(u_xlat36) * u_xlat6.xy;
					            u_xlat36 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat36 = (-u_xlat36) + 1.0;
					            u_xlat1.xy = vec2(u_xlat36) * u_xlat28.xy;
					            u_xlat36 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat36);
					            u_xlatb36 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb36){
					                u_xlat2.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat2.xy).x;
					                u_xlat36 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat28.xy = u_xlat1.xz * vec2(u_xlat36) + u_xlat4.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat28.xy).y;
					                u_xlat36 = _RefractionChromaticAberattion + 1.0;
					                u_xlat28.xy = u_xlat1.xz * vec2(u_xlat36) + u_xlat4.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat28.xy).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb4 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					        u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					        u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					        u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					        u_xlat1.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat1.xy = u_xlat4.xx * vs_TEXCOORD0.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.yy * vs_TEXCOORD1.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat36 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat1.x = u_xlat36 * _GrabPassBlendFactor;
					        u_xlatb13 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb13){
					            u_xlat13 = (-u_xlat37) + 1.0;
					            u_xlat1.x = (-u_xlat1.x) * u_xlat13 + 1.0;
					            u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat13 = (-u_xlat1.x) + 1.0;
					            u_xlatu25 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu25), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu25), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu25), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat13) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * vec3(u_xlat37) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat13) + u_xlat7.xyz;
					            u_xlatu25 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu25), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu25), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu25), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat2.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat3.xyz + u_xlat11.xyz;
					            u_xlat4.xyz = u_xlat8.www * u_xlat4.xyz + u_xlat8.xyz;
					            u_xlat4.xyz = u_xlat10.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * vec3(u_xlat13) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.zzz * vec3(u_xlat37) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.www * vec3(u_xlat13) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat6.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = u_xlat1.xxx * u_xlat6.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat36 = (-_GrabPassBlendFactor) * u_xlat36 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat36) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat1.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * vec3(u_xlat37) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat1.xyz + u_xlat7.xyz;
					            u_xlat1.xyz = u_xlat9.xxx * vec3(u_xlat36) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat9.yyy * u_xlat4.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.xxx * vec3(u_xlat36) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.zzz * vec3(u_xlat37) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat0.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat3.xyz = vec3(u_xlat36) * u_xlat0.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(4) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2D _MainTex;
					UNITY_LOCATION(6) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(7) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(8) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					vec3 u_xlat13;
					bool u_xlatb13;
					float u_xlat14;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					vec2 u_xlat28;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					uint u_xlatu37;
					bool u_xlatb37;
					float u_xlat38;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat37 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = unity_ShadowFadeCenterAndType.w * u_xlat37 + u_xlat36;
					    u_xlat36 = u_xlat36 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb37)) ? u_xlat2.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat37, u_xlat14);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb2 = u_xlat36<0.99000001;
					    if(u_xlatb2){
					        u_xlat2.xyz = vs_TEXCOORD5.xyz + (-_LightPositionRange.xyz);
					        u_xlat38 = max(abs(u_xlat2.y), abs(u_xlat2.x));
					        u_xlat38 = max(abs(u_xlat2.z), u_xlat38);
					        u_xlat38 = u_xlat38 + (-_LightProjectionParams.z);
					        u_xlat38 = max(u_xlat38, 9.99999975e-06);
					        u_xlat38 = u_xlat38 * _LightProjectionParams.w;
					        u_xlat38 = _LightProjectionParams.y / u_xlat38;
					        u_xlat38 = u_xlat38 + (-_LightProjectionParams.x);
					        u_xlat38 = (-u_xlat38) + 1.0;
					        u_xlat3.xyz = u_xlat2.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat3.xyz,u_xlat38);
					        u_xlat3.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat4.xyz = u_xlat2.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat4.xyz,u_xlat38);
					        u_xlat3.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat4.xyz = u_xlat2.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat4.xyz,u_xlat38);
					        u_xlat3.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat2.xyz = u_xlat2.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat2.xyz,u_xlat38);
					        u_xlat3.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat2.x = dot(u_xlat3, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat14 = (-_LightShadowData.x) + 1.0;
					        u_xlat2.x = u_xlat2.x * u_xlat14 + _LightShadowData.x;
					    } else {
					        u_xlat2.x = 1.0;
					    }
					    u_xlat37 = u_xlat37 + (-u_xlat2.x);
					    u_xlat36 = u_xlat36 * u_xlat37 + u_xlat2.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5 = texture(_MainTex, u_xlat12.xy);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat12.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat12.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat37 = dot(u_xlat12.xy, u_xlat12.xy);
					    u_xlat37 = min(u_xlat37, 1.0);
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat12.yyy;
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat37) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat2.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat3.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat24 = max(u_xlat36, 0.5);
					    u_xlat3.xyz = vec3(u_xlat24) * _LightColor0.xyz;
					    u_xlat12.x = u_xlat12.x * 0.5 + 0.5;
					    u_xlat12.x = (-u_xlat12.x) + 1.0;
					    u_xlat12.x = u_xlat12.x + u_xlat12.x;
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat24 = u_xlat12.x * -2.0 + 3.0;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat12.xyz = u_xlat12.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat12.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat5.xyz;
					    u_xlatb36 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb36){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat36 = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat36 = u_xlat36 * u_xlat5.w;
					        u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					        u_xlatb37 = _RefractionEnabled==1.0;
					        if(u_xlatb37){
					            u_xlat37 = vs_TEXCOORD7.w * 0.5;
					            u_xlat38 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat38) * _ProjectionParams.x + u_xlat37;
					            u_xlat28.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat28.xx;
					            u_xlat37 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat37 = inversesqrt(u_xlat37);
					            u_xlat1.xyz = vec3(u_xlat37) * u_xlat1.xyz;
					            u_xlat37 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat2.yy * unity_MatrixV[1].xy;
					            u_xlat6.xy = unity_MatrixV[0].xy * u_xlat2.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_MatrixV[2].xy * u_xlat2.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat37 = float(1.0) / u_xlat28.y;
					            u_xlat28.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat1.x = (-u_xlat1.x) + 1.0;
					            u_xlat1.xy = u_xlat1.xx * u_xlat28.xy;
					            u_xlat13.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat13.x);
					            u_xlatb13 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb13){
					                u_xlat13.xz = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat13.xz).x;
					                u_xlat13.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat4.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat13.xz).y;
					                u_xlat13.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat4.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat13.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat4.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat4.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat4.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat4.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat13.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb25 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb25){
					            u_xlat25 = (-u_xlat36) + 1.0;
					            u_xlat13.x = (-u_xlat13.x) * u_xlat25 + 1.0;
					            u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat25 = (-u_xlat13.x) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * vec3(u_xlat36) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat2.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat3.xyz + u_xlat11.xyz;
					            u_xlat4.xyz = u_xlat8.www * u_xlat4.xyz + u_xlat8.xyz;
					            u_xlat4.xyz = u_xlat10.xxx * u_xlat13.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * vec3(u_xlat25) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.zzz * vec3(u_xlat36) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.www * vec3(u_xlat25) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat6.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = u_xlat13.xxx * u_xlat6.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat13.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat1.x) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat13.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat13.xyz = u_xlat7.www * u_xlat13.xyz + u_xlat7.xyz;
					            u_xlat13.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat9.yyy * u_xlat4.xyz + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.zzz * vec3(u_xlat36) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat2.xyz * u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat13.xyz);
					            u_xlat3.xyz = u_xlat1.xxx * u_xlat0.xyz + u_xlat13.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityStereoGlobals {
						vec4 unused_5_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_5_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_5_4[3];
					};
					UNITY_BINDING(6) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(7) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(4) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2D _MainTex;
					UNITY_LOCATION(6) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(7) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(8) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec2 u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					bool u_xlatb13;
					vec3 u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					float u_xlat24;
					uint u_xlatu25;
					float u_xlat26;
					vec2 u_xlat28;
					float u_xlat36;
					int u_xlati36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlati36 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati36].xyz;
					    u_xlati36 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati36 / 4][u_xlati36 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati36 + 1) / 4][(u_xlati36 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati36 + 2) / 4][(u_xlati36 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat37) + u_xlat2.x;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat14.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb14 = u_xlat37<0.99000001;
					    if(u_xlatb14){
					        u_xlat14.xyz = vs_TEXCOORD5.xyz + (-_LightPositionRange.xyz);
					        u_xlat3.x = max(abs(u_xlat14.y), abs(u_xlat14.x));
					        u_xlat3.x = max(abs(u_xlat14.z), u_xlat3.x);
					        u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.z);
					        u_xlat3.x = max(u_xlat3.x, 9.99999975e-06);
					        u_xlat3.x = u_xlat3.x * _LightProjectionParams.w;
					        u_xlat3.x = _LightProjectionParams.y / u_xlat3.x;
					        u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.x);
					        u_xlat3.x = (-u_xlat3.x) + 1.0;
					        u_xlat15.xyz = u_xlat14.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat15.xyz,u_xlat3.x);
					        u_xlat4.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat15.xyz = u_xlat14.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat15.xyz,u_xlat3.x);
					        u_xlat4.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat15.xyz = u_xlat14.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat15.xyz,u_xlat3.x);
					        u_xlat4.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat14.xyz = u_xlat14.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat14.xyz,u_xlat3.x);
					        u_xlat4.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat14.x = dot(u_xlat4, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat26 = (-_LightShadowData.x) + 1.0;
					        u_xlat14.x = u_xlat14.x * u_xlat26 + _LightShadowData.x;
					    } else {
					        u_xlat14.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat14.x) + u_xlat2.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x + u_xlat14.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5 = texture(_MainTex, u_xlat12.xy);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat12.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat12.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat38 = dot(u_xlat12.xy, u_xlat12.xy);
					    u_xlat38 = min(u_xlat38, 1.0);
					    u_xlat38 = (-u_xlat38) + 1.0;
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat12.yyy;
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat38) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat2.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat12.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat3.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat24 = max(u_xlat37, 0.5);
					    u_xlat3.xyz = vec3(u_xlat24) * _LightColor0.xyz;
					    u_xlat12.x = u_xlat12.x * 0.5 + 0.5;
					    u_xlat12.x = (-u_xlat12.x) + 1.0;
					    u_xlat12.x = u_xlat12.x + u_xlat12.x;
					    u_xlat12.x = clamp(u_xlat12.x, 0.0, 1.0);
					    u_xlat24 = u_xlat12.x * -2.0 + 3.0;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat5.xyz;
					    u_xlatb37 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb37){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat37 = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat37 = u_xlat37 * u_xlat5.w;
					        u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					        u_xlatb38 = _RefractionEnabled==1.0;
					        if(u_xlatb38){
					            u_xlat38 = vs_TEXCOORD7.w * 0.5;
					            u_xlat39 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat39) * _ProjectionParams.x + u_xlat38;
					            u_xlat28.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat28.xx;
					            u_xlat38 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat38 = inversesqrt(u_xlat38);
					            u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat38);
					            u_xlat38 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat2.yy * unity_StereoMatrixV[(u_xlati36 + 1) / 4][(u_xlati36 + 1) % 4].xy;
					            u_xlat6.xy = unity_StereoMatrixV[u_xlati36 / 4][u_xlati36 % 4].xy * u_xlat2.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_StereoMatrixV[(u_xlati36 + 2) / 4][(u_xlati36 + 2) % 4].xy * u_xlat2.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat38) * u_xlat6.xy;
					            u_xlat36 = float(1.0) / u_xlat28.y;
					            u_xlat28.xy = vec2(u_xlat36) * u_xlat6.xy;
					            u_xlat36 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat36 = (-u_xlat36) + 1.0;
					            u_xlat1.xy = vec2(u_xlat36) * u_xlat28.xy;
					            u_xlat36 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat36);
					            u_xlatb36 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb36){
					                u_xlat2.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat2.xy).x;
					                u_xlat36 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat28.xy = u_xlat1.xz * vec2(u_xlat36) + u_xlat4.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat28.xy).y;
					                u_xlat36 = _RefractionChromaticAberattion + 1.0;
					                u_xlat28.xy = u_xlat1.xz * vec2(u_xlat36) + u_xlat4.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat28.xy).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb4 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					        u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					        u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					        u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					        u_xlat1.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat1.xy = u_xlat4.xx * vs_TEXCOORD0.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.yy * vs_TEXCOORD1.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat36 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat1.x = u_xlat36 * _GrabPassBlendFactor;
					        u_xlatb13 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb13){
					            u_xlat13 = (-u_xlat37) + 1.0;
					            u_xlat1.x = (-u_xlat1.x) * u_xlat13 + 1.0;
					            u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat13 = (-u_xlat1.x) + 1.0;
					            u_xlatu25 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu25), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu25), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu25), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat13) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * vec3(u_xlat37) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat13) + u_xlat7.xyz;
					            u_xlatu25 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu25), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu25), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu25), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat2.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat3.xyz + u_xlat11.xyz;
					            u_xlat4.xyz = u_xlat8.www * u_xlat4.xyz + u_xlat8.xyz;
					            u_xlat4.xyz = u_xlat10.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * vec3(u_xlat13) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.zzz * vec3(u_xlat37) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.www * vec3(u_xlat13) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat6.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = u_xlat1.xxx * u_xlat6.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat36 = (-_GrabPassBlendFactor) * u_xlat36 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat36) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat1.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * vec3(u_xlat37) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat1.xyz + u_xlat7.xyz;
					            u_xlat1.xyz = u_xlat9.xxx * vec3(u_xlat36) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat9.yyy * u_xlat4.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.xxx * vec3(u_xlat36) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.zzz * vec3(u_xlat37) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat0.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat3.xyz = vec3(u_xlat36) * u_xlat0.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					vec2 u_xlat29;
					float u_xlat36;
					float u_xlat37;
					uint u_xlatu37;
					bool u_xlatb37;
					float u_xlat38;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat37 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = unity_ShadowFadeCenterAndType.w * u_xlat37 + u_xlat36;
					    u_xlat36 = u_xlat36 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb37)) ? u_xlat2.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat37, u_xlat14);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-_LightPositionRange.xyz);
					    u_xlat38 = max(abs(u_xlat2.y), abs(u_xlat2.x));
					    u_xlat38 = max(abs(u_xlat2.z), u_xlat38);
					    u_xlat38 = u_xlat38 + (-_LightProjectionParams.z);
					    u_xlat38 = max(u_xlat38, 9.99999975e-06);
					    u_xlat38 = u_xlat38 * _LightProjectionParams.w;
					    u_xlat38 = _LightProjectionParams.y / u_xlat38;
					    u_xlat38 = u_xlat38 + (-_LightProjectionParams.x);
					    u_xlat38 = (-u_xlat38) + 1.0;
					    vec4 txVec0 = vec4(u_xlat2.xyz,u_xlat38);
					    u_xlat2.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat14 = (-_LightShadowData.x) + 1.0;
					    u_xlat2.x = u_xlat2.x * u_xlat14 + _LightShadowData.x;
					    u_xlat37 = u_xlat37 + (-u_xlat2.x);
					    u_xlat36 = u_xlat36 * u_xlat37 + u_xlat2.x;
					    u_xlat37 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat37 = texture(_LightTextureB0, vec2(u_xlat37)).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat0.x = u_xlat36 * u_xlat0.x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat37 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat37 = min(u_xlat37, 1.0);
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat5.yyy;
					    u_xlat12.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = vec3(u_xlat37) * u_xlat2.xyz + u_xlat12.xyz;
					    u_xlat37 = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat12.xyz = u_xlat12.xyz * vec3(u_xlat37);
					    u_xlat37 = dot(u_xlat12.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat2.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat37 * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat37 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat5.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat3.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb37 = _RefractionEnabled==1.0;
					        if(u_xlatb37){
					            u_xlat37 = vs_TEXCOORD7.w * 0.5;
					            u_xlat38 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat5.y = (-u_xlat38) * _ProjectionParams.x + u_xlat37;
					            u_xlat29.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat5.x = vs_TEXCOORD7.x;
					            u_xlat5.xy = u_xlat5.xy / u_xlat29.xx;
					            u_xlat37 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat37 = inversesqrt(u_xlat37);
					            u_xlat1.xyz = vec3(u_xlat37) * u_xlat1.xyz;
					            u_xlat37 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat12.yy * unity_MatrixV[1].xy;
					            u_xlat6.xy = unity_MatrixV[0].xy * u_xlat12.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_MatrixV[2].xy * u_xlat12.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat37 = float(1.0) / u_xlat29.y;
					            u_xlat29.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat12.x = dot(u_xlat12.xyz, u_xlat1.xyz);
					            u_xlat12.x = (-u_xlat12.x) + 1.0;
					            u_xlat1.xy = u_xlat12.xx * u_xlat29.xy;
					            u_xlat12.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat12.x);
					            u_xlatb12 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb12){
					                u_xlat12.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.x = texture(_PoiGrab, u_xlat12.xy).x;
					                u_xlat13.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.y = texture(_PoiGrab, u_xlat13.xz).y;
					                u_xlat13.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.z = texture(_PoiGrab, u_xlat13.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat13.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb25 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb25){
					            u_xlat25 = (-u_xlat0.x) + 1.0;
					            u_xlat13.x = (-u_xlat13.x) * u_xlat25 + 1.0;
					            u_xlat5.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat25 = (-u_xlat13.x) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat5.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat12.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat4.xyz + u_xlat11.xyz;
					            u_xlat5.xyz = u_xlat8.www * u_xlat5.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat10.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.yyy * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.zzz * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.www * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat12.xyz * u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat6.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat5.xyz);
					            u_xlat4.xyz = u_xlat13.xxx * u_xlat6.xyz + u_xlat5.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat13.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat1.x) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat12.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat4.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat13.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat13.xyz = u_xlat7.www * u_xlat13.xyz + u_xlat7.xyz;
					            u_xlat13.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat12.xyz * u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat4.xyz + u_xlat0.xyz;
					            u_xlat13.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat0.xyz);
					            u_xlat4.xyz = u_xlat1.xxx * u_xlat13.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat4.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityStereoGlobals {
						vec4 unused_5_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_5_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_5_4[3];
					};
					UNITY_BINDING(6) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(7) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec2 u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					bool u_xlatb13;
					vec3 u_xlat14;
					float u_xlat24;
					uint u_xlatu25;
					float u_xlat26;
					vec2 u_xlat28;
					float u_xlat36;
					int u_xlati36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlati36 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati36].xyz;
					    u_xlati36 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati36 / 4][u_xlati36 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati36 + 1) / 4][(u_xlati36 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati36 + 2) / 4][(u_xlati36 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat37) + u_xlat2.x;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat14.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat14.xyz = vs_TEXCOORD5.xyz + (-_LightPositionRange.xyz);
					    u_xlat3.x = max(abs(u_xlat14.y), abs(u_xlat14.x));
					    u_xlat3.x = max(abs(u_xlat14.z), u_xlat3.x);
					    u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.z);
					    u_xlat3.x = max(u_xlat3.x, 9.99999975e-06);
					    u_xlat3.x = u_xlat3.x * _LightProjectionParams.w;
					    u_xlat3.x = _LightProjectionParams.y / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.x);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    vec4 txVec0 = vec4(u_xlat14.xyz,u_xlat3.x);
					    u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat26 = (-_LightShadowData.x) + 1.0;
					    u_xlat14.x = u_xlat14.x * u_xlat26 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat14.x) + u_xlat2.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x + u_xlat14.x;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat2.x = texture(_LightTextureB0, u_xlat2.xx).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat2.x;
					    u_xlat0.x = u_xlat37 * u_xlat0.x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5 = texture(_MainTex, u_xlat12.xy);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat12.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat12.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat37 = dot(u_xlat12.xy, u_xlat12.xy);
					    u_xlat37 = min(u_xlat37, 1.0);
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat12.yyy;
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat37) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat2.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat3.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat12.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat5.xyz;
					    u_xlatb37 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb37){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat37 = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat37 = u_xlat37 * u_xlat5.w;
					        u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					        u_xlatb38 = _RefractionEnabled==1.0;
					        if(u_xlatb38){
					            u_xlat38 = vs_TEXCOORD7.w * 0.5;
					            u_xlat39 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat39) * _ProjectionParams.x + u_xlat38;
					            u_xlat28.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat28.xx;
					            u_xlat38 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat38 = inversesqrt(u_xlat38);
					            u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat38);
					            u_xlat38 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat2.yy * unity_StereoMatrixV[(u_xlati36 + 1) / 4][(u_xlati36 + 1) % 4].xy;
					            u_xlat6.xy = unity_StereoMatrixV[u_xlati36 / 4][u_xlati36 % 4].xy * u_xlat2.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_StereoMatrixV[(u_xlati36 + 2) / 4][(u_xlati36 + 2) % 4].xy * u_xlat2.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat38) * u_xlat6.xy;
					            u_xlat36 = float(1.0) / u_xlat28.y;
					            u_xlat28.xy = vec2(u_xlat36) * u_xlat6.xy;
					            u_xlat36 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat36 = (-u_xlat36) + 1.0;
					            u_xlat1.xy = vec2(u_xlat36) * u_xlat28.xy;
					            u_xlat36 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat36);
					            u_xlatb36 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb36){
					                u_xlat2.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat2.xy).x;
					                u_xlat36 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat28.xy = u_xlat1.xz * vec2(u_xlat36) + u_xlat4.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat28.xy).y;
					                u_xlat36 = _RefractionChromaticAberattion + 1.0;
					                u_xlat28.xy = u_xlat1.xz * vec2(u_xlat36) + u_xlat4.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat28.xy).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb4 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					        u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					        u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					        u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					        u_xlat1.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat1.xy = u_xlat4.xx * vs_TEXCOORD0.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.yy * vs_TEXCOORD1.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat36 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat1.x = u_xlat36 * _GrabPassBlendFactor;
					        u_xlatb13 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb13){
					            u_xlat13 = (-u_xlat37) + 1.0;
					            u_xlat1.x = (-u_xlat1.x) * u_xlat13 + 1.0;
					            u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat13 = (-u_xlat1.x) + 1.0;
					            u_xlatu25 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu25), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu25), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu25), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat13) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * vec3(u_xlat37) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat13) + u_xlat7.xyz;
					            u_xlatu25 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu25), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu25), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu25), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat2.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat3.xyz + u_xlat11.xyz;
					            u_xlat4.xyz = u_xlat8.www * u_xlat4.xyz + u_xlat8.xyz;
					            u_xlat4.xyz = u_xlat10.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * vec3(u_xlat13) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.zzz * vec3(u_xlat37) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.www * vec3(u_xlat13) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat6.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = u_xlat1.xxx * u_xlat6.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat36 = (-_GrabPassBlendFactor) * u_xlat36 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat36) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat1.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * vec3(u_xlat37) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat1.xyz + u_xlat7.xyz;
					            u_xlat1.xyz = u_xlat9.xxx * vec3(u_xlat36) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat9.yyy * u_xlat4.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.xxx * vec3(u_xlat36) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.zzz * vec3(u_xlat37) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat0.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat3.xyz = vec3(u_xlat36) * u_xlat0.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					bool u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					float u_xlat24;
					float u_xlat25;
					bool u_xlatb25;
					vec2 u_xlat29;
					float u_xlat36;
					float u_xlat37;
					uint u_xlatu37;
					bool u_xlatb37;
					float u_xlat38;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat37 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = unity_ShadowFadeCenterAndType.w * u_xlat37 + u_xlat36;
					    u_xlat36 = u_xlat36 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb37)) ? u_xlat2.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat14 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat37, u_xlat14);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb2 = u_xlat36<0.99000001;
					    if(u_xlatb2){
					        u_xlat2.xyz = vs_TEXCOORD5.xyz + (-_LightPositionRange.xyz);
					        u_xlat38 = max(abs(u_xlat2.y), abs(u_xlat2.x));
					        u_xlat38 = max(abs(u_xlat2.z), u_xlat38);
					        u_xlat38 = u_xlat38 + (-_LightProjectionParams.z);
					        u_xlat38 = max(u_xlat38, 9.99999975e-06);
					        u_xlat38 = u_xlat38 * _LightProjectionParams.w;
					        u_xlat38 = _LightProjectionParams.y / u_xlat38;
					        u_xlat38 = u_xlat38 + (-_LightProjectionParams.x);
					        u_xlat38 = (-u_xlat38) + 1.0;
					        u_xlat3.xyz = u_xlat2.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat3.xyz,u_xlat38);
					        u_xlat3.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat4.xyz = u_xlat2.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat4.xyz,u_xlat38);
					        u_xlat3.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat4.xyz = u_xlat2.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat4.xyz,u_xlat38);
					        u_xlat3.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat2.xyz = u_xlat2.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat2.xyz,u_xlat38);
					        u_xlat3.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat2.x = dot(u_xlat3, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat14 = (-_LightShadowData.x) + 1.0;
					        u_xlat2.x = u_xlat2.x * u_xlat14 + _LightShadowData.x;
					    } else {
					        u_xlat2.x = 1.0;
					    }
					    u_xlat37 = u_xlat37 + (-u_xlat2.x);
					    u_xlat36 = u_xlat36 * u_xlat37 + u_xlat2.x;
					    u_xlat37 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat37 = texture(_LightTextureB0, vec2(u_xlat37)).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat0.x = u_xlat36 * u_xlat0.x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat12.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = texture(_MainTex, u_xlat3.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat37 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat37 = min(u_xlat37, 1.0);
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat5.yyy;
					    u_xlat12.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = vec3(u_xlat37) * u_xlat2.xyz + u_xlat12.xyz;
					    u_xlat37 = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat12.xyz = u_xlat12.xyz * vec3(u_xlat37);
					    u_xlat37 = dot(u_xlat12.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat2.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat37 * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat37 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat3.xyz;
					    u_xlatb0 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat0.x = texture(_AlphaMask, u_xlat5.xy).x;
					        u_xlat0.x = u_xlat0.x * u_xlat3.w;
					        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					        u_xlatb37 = _RefractionEnabled==1.0;
					        if(u_xlatb37){
					            u_xlat37 = vs_TEXCOORD7.w * 0.5;
					            u_xlat38 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat5.y = (-u_xlat38) * _ProjectionParams.x + u_xlat37;
					            u_xlat29.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat5.x = vs_TEXCOORD7.x;
					            u_xlat5.xy = u_xlat5.xy / u_xlat29.xx;
					            u_xlat37 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat37 = inversesqrt(u_xlat37);
					            u_xlat1.xyz = vec3(u_xlat37) * u_xlat1.xyz;
					            u_xlat37 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat12.yy * unity_MatrixV[1].xy;
					            u_xlat6.xy = unity_MatrixV[0].xy * u_xlat12.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_MatrixV[2].xy * u_xlat12.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat37 = float(1.0) / u_xlat29.y;
					            u_xlat29.xy = vec2(u_xlat37) * u_xlat6.xy;
					            u_xlat12.x = dot(u_xlat12.xyz, u_xlat1.xyz);
					            u_xlat12.x = (-u_xlat12.x) + 1.0;
					            u_xlat1.xy = u_xlat12.xx * u_xlat29.xy;
					            u_xlat12.x = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat12.x);
					            u_xlatb12 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb12){
					                u_xlat12.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.x = texture(_PoiGrab, u_xlat12.xy).x;
					                u_xlat13.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.y = texture(_PoiGrab, u_xlat13.xz).y;
					                u_xlat13.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat13.xz = u_xlat1.xz * u_xlat13.xx + u_xlat5.xy;
					                u_xlat12.z = texture(_PoiGrab, u_xlat13.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat5.xy;
					                u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat12.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					        u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					        u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					        u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					        u_xlat5.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat5.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat5.xy;
					        u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat1.x = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat13.x = u_xlat1.x * _GrabPassBlendFactor;
					        u_xlatb25 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb25){
					            u_xlat25 = (-u_xlat0.x) + 1.0;
					            u_xlat13.x = (-u_xlat13.x) * u_xlat25 + 1.0;
					            u_xlat5.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat25 = (-u_xlat13.x) + 1.0;
					            u_xlatu37 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat5.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat13.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat25) + u_xlat7.xyz;
					            u_xlatu37 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu37), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu37), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu37), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat12.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat4.xyz + u_xlat11.xyz;
					            u_xlat5.xyz = u_xlat8.www * u_xlat5.xyz + u_xlat8.xyz;
					            u_xlat5.xyz = u_xlat10.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.xxx * u_xlat13.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.yyy * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.zzz * u_xlat0.xxx + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat9.www * vec3(u_xlat25) + u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat12.xyz * u_xlat5.xyz;
					            u_xlat5.xyz = u_xlat7.xyz * u_xlat4.xyz + u_xlat5.xyz;
					            u_xlat6.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat5.xyz);
					            u_xlat4.xyz = u_xlat13.xxx * u_xlat6.xyz + u_xlat5.xyz;
					        } else {
					            u_xlat1.x = (-_GrabPassBlendFactor) * u_xlat1.x + 1.0;
					            u_xlat13.xyz = (-u_xlat12.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat5.xyz = (-u_xlat3.xyz) * u_xlat2.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat1.x) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat12.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat4.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat13.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat5.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * u_xlat1.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat12.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat4.xyz + u_xlat10.xyz;
					            u_xlat13.xyz = u_xlat7.www * u_xlat13.xyz + u_xlat7.xyz;
					            u_xlat13.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat9.yyy * u_xlat5.xyz + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.zzz * u_xlat0.xxx + u_xlat13.xyz;
					            u_xlat13.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat12.xyz * u_xlat13.xyz;
					            u_xlat0.xyz = u_xlat6.xyz * u_xlat4.xyz + u_xlat0.xyz;
					            u_xlat13.xyz = u_xlat3.xyz * u_xlat2.xyz + (-u_xlat0.xyz);
					            u_xlat4.xyz = u_xlat1.xxx * u_xlat13.xyz + u_xlat0.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat4.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[17];
						vec4 _BumpMap_ST;
						vec4 unused_0_7[24];
						vec4 _AlphaMask_ST;
						vec4 unused_0_9[12];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_17;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_21[25];
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_23;
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						vec4 unused_4_0[9];
						vec4 unity_WorldTransformParams;
						vec4 unused_4_2;
					};
					UNITY_BINDING(5) uniform UnityStereoGlobals {
						vec4 unused_5_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_5_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_5_4[3];
					};
					UNITY_BINDING(6) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(7) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _AlphaMask;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					bvec4 u_xlatb4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					bvec4 u_xlatb8;
					vec4 u_xlat9;
					bvec4 u_xlatb9;
					vec3 u_xlat10;
					bvec2 u_xlatb10;
					vec3 u_xlat11;
					vec2 u_xlat12;
					bool u_xlatb12;
					float u_xlat13;
					bool u_xlatb13;
					vec3 u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					float u_xlat24;
					uint u_xlatu25;
					float u_xlat26;
					vec2 u_xlat28;
					float u_xlat36;
					int u_xlati36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					uint u_xlatu39;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD5.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD5.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD5.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlati36 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD5.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati36].xyz;
					    u_xlati36 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati36 / 4][u_xlati36 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati36 + 1) / 4][(u_xlati36 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati36 + 2) / 4][(u_xlati36 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD5.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat37) + u_xlat2.x;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat14.xyz = vs_TEXCOORD5.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD5.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat14.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb14 = u_xlat37<0.99000001;
					    if(u_xlatb14){
					        u_xlat14.xyz = vs_TEXCOORD5.xyz + (-_LightPositionRange.xyz);
					        u_xlat3.x = max(abs(u_xlat14.y), abs(u_xlat14.x));
					        u_xlat3.x = max(abs(u_xlat14.z), u_xlat3.x);
					        u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.z);
					        u_xlat3.x = max(u_xlat3.x, 9.99999975e-06);
					        u_xlat3.x = u_xlat3.x * _LightProjectionParams.w;
					        u_xlat3.x = _LightProjectionParams.y / u_xlat3.x;
					        u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.x);
					        u_xlat3.x = (-u_xlat3.x) + 1.0;
					        u_xlat15.xyz = u_xlat14.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat15.xyz,u_xlat3.x);
					        u_xlat4.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat15.xyz = u_xlat14.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat15.xyz,u_xlat3.x);
					        u_xlat4.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat15.xyz = u_xlat14.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat15.xyz,u_xlat3.x);
					        u_xlat4.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat14.xyz = u_xlat14.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat14.xyz,u_xlat3.x);
					        u_xlat4.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat14.x = dot(u_xlat4, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat26 = (-_LightShadowData.x) + 1.0;
					        u_xlat14.x = u_xlat14.x * u_xlat26 + _LightShadowData.x;
					    } else {
					        u_xlat14.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat14.x) + u_xlat2.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x + u_xlat14.x;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat2.x = texture(_LightTextureB0, u_xlat2.xx).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat2.x;
					    u_xlat0.x = u_xlat37 * u_xlat0.x;
					    u_xlat12.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat24 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat2.xyz = vec3(u_xlat24) * vs_TEXCOORD2.xyz;
					    u_xlat3.xyz = vs_TEXCOORD2.zxy * vs_TEXCOORD4.yzx;
					    u_xlat3.xyz = vs_TEXCOORD2.yzx * vs_TEXCOORD4.zxy + (-u_xlat3.xyz);
					    u_xlat24 = vs_TEXCOORD4.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat24) * u_xlat3.xyz;
					    u_xlatb12 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat12.x);
					    u_xlat2.xyz = (bool(u_xlatb12)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb12)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb12)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5 = texture(_MainTex, u_xlat12.xy);
					    u_xlat12.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat12.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat12.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat37 = dot(u_xlat12.xy, u_xlat12.xy);
					    u_xlat37 = min(u_xlat37, 1.0);
					    u_xlat37 = (-u_xlat37) + 1.0;
					    u_xlat37 = sqrt(u_xlat37);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat12.yyy;
					    u_xlat3.xyz = u_xlat12.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat37) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12.x = inversesqrt(u_xlat12.x);
					    u_xlat2.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat3.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat12.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * u_xlat5.xyz;
					    u_xlatb37 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb37){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _AlphaMask_ST.xy + _AlphaMask_ST.zw;
					        u_xlat37 = texture(_AlphaMask, u_xlat4.xy).x;
					        u_xlat37 = u_xlat37 * u_xlat5.w;
					        u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					        u_xlatb38 = _RefractionEnabled==1.0;
					        if(u_xlatb38){
					            u_xlat38 = vs_TEXCOORD7.w * 0.5;
					            u_xlat39 = (-vs_TEXCOORD7.w) * 0.5 + vs_TEXCOORD7.y;
					            u_xlat4.y = (-u_xlat39) * _ProjectionParams.x + u_xlat38;
					            u_xlat28.xy = vs_TEXCOORD7.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat4.x = vs_TEXCOORD7.x;
					            u_xlat4.xy = u_xlat4.xy / u_xlat28.xx;
					            u_xlat38 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat38 = inversesqrt(u_xlat38);
					            u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat38);
					            u_xlat38 = _RefractionIndex + -1.0;
					            u_xlat6.xy = u_xlat2.yy * unity_StereoMatrixV[(u_xlati36 + 1) / 4][(u_xlati36 + 1) % 4].xy;
					            u_xlat6.xy = unity_StereoMatrixV[u_xlati36 / 4][u_xlati36 % 4].xy * u_xlat2.xx + u_xlat6.xy;
					            u_xlat6.xy = unity_StereoMatrixV[(u_xlati36 + 2) / 4][(u_xlati36 + 2) % 4].xy * u_xlat2.zz + u_xlat6.xy;
					            u_xlat6.xy = vec2(u_xlat38) * u_xlat6.xy;
					            u_xlat36 = float(1.0) / u_xlat28.y;
					            u_xlat28.xy = vec2(u_xlat36) * u_xlat6.xy;
					            u_xlat36 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat36 = (-u_xlat36) + 1.0;
					            u_xlat1.xy = vec2(u_xlat36) * u_xlat28.xy;
					            u_xlat36 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat36);
					            u_xlatb36 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb36){
					                u_xlat2.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat2.xy).x;
					                u_xlat36 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat28.xy = u_xlat1.xz * vec2(u_xlat36) + u_xlat4.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat28.xy).y;
					                u_xlat36 = _RefractionChromaticAberattion + 1.0;
					                u_xlat28.xy = u_xlat1.xz * vec2(u_xlat36) + u_xlat4.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat28.xy).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat4.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb4 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					        u_xlat4.x = u_xlatb4.x ? float(1.0) : 0.0;
					        u_xlat4.y = u_xlatb4.y ? float(1.0) : 0.0;
					        u_xlat4.z = u_xlatb4.z ? float(1.0) : 0.0;
					        u_xlat4.w = u_xlatb4.w ? float(1.0) : 0.0;
					;
					        u_xlat1.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					        u_xlat1.xy = u_xlat4.xx * vs_TEXCOORD0.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.yy * vs_TEXCOORD1.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					        u_xlat1.xy = u_xlat4.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					        u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					        u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					        u_xlat36 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					        u_xlat1.x = u_xlat36 * _GrabPassBlendFactor;
					        u_xlatb13 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(u_xlatb13){
					            u_xlat13 = (-u_xlat37) + 1.0;
					            u_xlat1.x = (-u_xlat1.x) * u_xlat13 + 1.0;
					            u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat6.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat13 = (-u_xlat1.x) + 1.0;
					            u_xlatu25 = uint(_GrabSrcBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu25), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu25), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu25), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat7.xyz = u_xlat7.www * u_xlat4.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat9.yyy * u_xlat6.xyz + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.xxx * u_xlat1.xxx + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.yyy * vec3(u_xlat13) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.zzz * vec3(u_xlat37) + u_xlat7.xyz;
					            u_xlat7.xyz = u_xlat8.www * vec3(u_xlat13) + u_xlat7.xyz;
					            u_xlatu25 = uint(_GrabDstBlend);
					            u_xlatb8 = equal(ivec4(u_xlatu25), ivec4(1, 2, 3, 4));
					            u_xlatb9 = equal(ivec4(u_xlatu25), ivec4(7, 8, 9, 10));
					            u_xlatb10.xy = equal(ivec4(u_xlatu25), ivec4(5, 6, 0, 0)).xy;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.x = u_xlatb10.x ? float(1.0) : 0.0;
					            u_xlat10.y = u_xlatb10.y ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					            u_xlat9.z = u_xlatb9.z ? float(1.0) : 0.0;
					            u_xlat9.w = u_xlatb9.w ? float(1.0) : 0.0;
					;
					            u_xlat11.xyz = u_xlat8.yyy * u_xlat2.xyz + u_xlat8.xxx;
					            u_xlat8.xyz = u_xlat8.zzz * u_xlat3.xyz + u_xlat11.xyz;
					            u_xlat4.xyz = u_xlat8.www * u_xlat4.xyz + u_xlat8.xyz;
					            u_xlat4.xyz = u_xlat10.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat10.yyy * u_xlat6.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.xxx * u_xlat1.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.yyy * vec3(u_xlat13) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.zzz * vec3(u_xlat37) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat9.www * vec3(u_xlat13) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat2.xyz * u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat6.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat4.xyz);
					            u_xlat3.xyz = u_xlat1.xxx * u_xlat6.xyz + u_xlat4.xyz;
					        } else {
					            u_xlat36 = (-_GrabPassBlendFactor) * u_xlat36 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat4.xyz = (-u_xlat5.xyz) * u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					            u_xlat38 = (-u_xlat36) + 1.0;
					            u_xlatu39 = uint(_GrabSrcBlend);
					            u_xlatb6 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb8.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.xyz = u_xlat6.yyy * u_xlat2.xyz + u_xlat6.xxx;
					            u_xlat6.xyz = u_xlat6.zzz * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat6.xyz = u_xlat6.www * u_xlat1.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.xxx * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat8.yyy * u_xlat4.xyz + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.xxx * vec3(u_xlat36) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.yyy * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.zzz * vec3(u_xlat37) + u_xlat6.xyz;
					            u_xlat6.xyz = u_xlat7.www * vec3(u_xlat38) + u_xlat6.xyz;
					            u_xlatu39 = uint(_GrabDstBlend);
					            u_xlatb7 = equal(ivec4(u_xlatu39), ivec4(1, 2, 3, 4));
					            u_xlatb8 = equal(ivec4(u_xlatu39), ivec4(7, 8, 9, 10));
					            u_xlatb9.xy = equal(ivec4(u_xlatu39), ivec4(5, 6, 0, 0)).xy;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat9.x = u_xlatb9.x ? float(1.0) : 0.0;
					            u_xlat9.y = u_xlatb9.y ? float(1.0) : 0.0;
					;
					            u_xlat8.x = u_xlatb8.x ? float(1.0) : 0.0;
					            u_xlat8.y = u_xlatb8.y ? float(1.0) : 0.0;
					            u_xlat8.z = u_xlatb8.z ? float(1.0) : 0.0;
					            u_xlat8.w = u_xlatb8.w ? float(1.0) : 0.0;
					;
					            u_xlat10.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat7.xxx;
					            u_xlat7.xyz = u_xlat7.zzz * u_xlat3.xyz + u_xlat10.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat1.xyz + u_xlat7.xyz;
					            u_xlat1.xyz = u_xlat9.xxx * vec3(u_xlat36) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat9.yyy * u_xlat4.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.xxx * vec3(u_xlat36) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.yyy * vec3(u_xlat38) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.zzz * vec3(u_xlat37) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat8.www * vec3(u_xlat38) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xyz * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat0.xyz = u_xlat5.xyz * u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat3.xyz = vec3(u_xlat36) * u_xlat0.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat3.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "ShadowCasterPass"
			Tags { "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
			ColorMask 0 -1
			ZWrite Off
			Cull Off
			Stencil {
				Comp Disabled
				Pass Keep
				Fail Keep
				ZFail Keep
			}
			GpuProgramID 161602
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_4;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_8[11];
						float _EnableVertexGlitch;
						vec4 unused_0_10;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						float _EnableTouchGlow;
						float _EnableBulge;
						vec4 unused_0_16[3];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_3_2[20];
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_4_2[3];
					};
					UNITY_BINDING(5) uniform UnityPerFrame {
						vec4 unused_5_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_5_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_COLOR0;
					layout(location = 3) in  vec2 in_TEXCOORD0;
					layout(location = 4) in  vec2 in_TEXCOORD1;
					layout(location = 5) in  vec2 in_TEXCOORD2;
					layout(location = 6) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec2 vs_TEXCOORD1;
					layout(location = 1) out vec2 vs_TEXCOORD2;
					layout(location = 2) out vec2 vs_TEXCOORD3;
					layout(location = 3) out vec2 vs_TEXCOORD4;
					layout(location = 4) out vec3 vs_TEXCOORD5;
					layout(location = 5) out vec4 vs_TEXCOORD6;
					layout(location = 6) out vec4 vs_TEXCOORD7;
					layout(location = 7) out vec3 vs_TEXCOORD8;
					layout(location = 8) out vec4 vs_TEXCOORD9;
					layout(location = 9) out vec3 vs_TEXCOORD10;
					layout(location = 10) out vec4 vs_TEXCOORD11;
					vec4 u_xlat0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec3 u_xlat5;
					float u_xlat10;
					float u_xlat15;
					bool u_xlatb15;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat5.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat5.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0.x = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0.x ? 1.0 : float(0.0);
					    u_xlat5.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat15 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat1.x = inversesqrt(u_xlat15);
					    u_xlat1.yz = u_xlat5.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat5.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat5.xz, u_xlat5.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb15 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb15)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb15)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat4.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat4.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = u_xlat15 / u_xlat3.x;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 + _SpawnInAlpha;
					    u_xlat15 = u_xlat15 + _SpawnInVertOffsetOffset;
					    u_xlat15 = u_xlat15 + -1.0;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat3.y = u_xlat15 * _SpawnInVertOffset;
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(0.0);
					    u_xlat3.xyz = u_xlat0.xyz + u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat3.yyy * unity_WorldToObject[1].xyz;
					    u_xlat4.xyz = unity_WorldToObject[0].xyz * u_xlat3.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToObject[2].xyz * u_xlat3.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat4.xyz;
					    u_xlatb15 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat2.xyz;
					    u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat0.xyz;
					    u_xlatb0.xy = notEqual(vec4(0.0, 0.0, 0.0, 0.0), vec4(_EnableTouchGlow, _EnableBulge, _EnableTouchGlow, _EnableTouchGlow)).xy;
					    u_xlatb0.x = u_xlatb0.y || u_xlatb0.x;
					    u_xlat5.xyz = (u_xlatb0.x) ? vec3(0.0, 0.0, -5.0) : u_xlat2.xyz;
					    u_xlat3 = u_xlat5.yyyy * unity_ObjectToWorld[1];
					    u_xlat3 = unity_ObjectToWorld[0] * u_xlat5.xxxx + u_xlat3;
					    u_xlat3 = unity_ObjectToWorld[2] * u_xlat5.zzzz + u_xlat3;
					    vs_TEXCOORD7.xyz = u_xlat5.xyz;
					    u_xlat3 = unity_ObjectToWorld[3] * u_xlat2.wwww + u_xlat3;
					    u_xlat5.xyz = (-u_xlat3.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz;
					    u_xlat4.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat4.xxx;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat5.x = (-u_xlat5.x) * u_xlat5.x + 1.0;
					    u_xlat5.x = sqrt(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_LightShadowBias.z;
					    u_xlat5.xyz = (-u_xlat4.xyz) * u_xlat5.xxx + u_xlat3.xyz;
					    u_xlatb4 = unity_LightShadowBias.z!=0.0;
					    u_xlat5.xyz = (bool(u_xlatb4)) ? u_xlat5.xyz : u_xlat3.xyz;
					    u_xlat4 = u_xlat5.yyyy * unity_MatrixVP[1];
					    u_xlat4 = unity_MatrixVP[0] * u_xlat5.xxxx + u_xlat4;
					    u_xlat4 = unity_MatrixVP[2] * u_xlat5.zzzz + u_xlat4;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat3.wwww + u_xlat4;
					    u_xlat5.x = unity_LightShadowBias.x / u_xlat3.w;
					    u_xlat5.x = min(u_xlat5.x, 0.0);
					    u_xlat5.x = max(u_xlat5.x, -1.0);
					    u_xlat5.x = u_xlat5.x + u_xlat3.z;
					    u_xlat10 = min(u_xlat3.w, u_xlat5.x);
					    gl_Position.xyw = u_xlat3.xyw;
					    u_xlat10 = (-u_xlat5.x) + u_xlat10;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat10 + u_xlat5.x;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD4.xy = in_TEXCOORD3.xy;
					    vs_TEXCOORD5.xyz = unity_ObjectToWorld[3].xyz;
					    u_xlat3 = u_xlat2.wwww * unity_ObjectToWorld[3];
					    vs_TEXCOORD7.w = u_xlat2.w;
					    u_xlat3 = unity_ObjectToWorld[2] * vec4(-5.0, -5.0, -5.0, -5.0) + u_xlat3;
					    vs_TEXCOORD6 = (u_xlatb0.x) ? u_xlat3 : u_xlat1;
					    vs_TEXCOORD8.xyz = vec3(1.0, 1.0, 1.0);
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD9.zw = u_xlat0.zw;
					    u_xlat0.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD9.xy = u_xlat0.yy + u_xlat0.xz;
					    vs_TEXCOORD10.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_4;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_8[11];
						float _EnableVertexGlitch;
						vec4 unused_0_10;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						float _EnableTouchGlow;
						float _EnableBulge;
						vec4 unused_0_16[3];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_3_2[20];
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_4_2[3];
					};
					UNITY_BINDING(5) uniform UnityStereoGlobals {
						vec4 unused_5_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_5_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_5_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_5_6;
					};
					UNITY_BINDING(6) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_COLOR0;
					layout(location = 3) in  vec2 in_TEXCOORD0;
					layout(location = 4) in  vec2 in_TEXCOORD1;
					layout(location = 5) in  vec2 in_TEXCOORD2;
					layout(location = 6) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec2 vs_TEXCOORD1;
					layout(location = 1) out vec2 vs_TEXCOORD2;
					layout(location = 2) out vec2 vs_TEXCOORD3;
					layout(location = 3) out vec2 vs_TEXCOORD4;
					layout(location = 4) out vec3 vs_TEXCOORD5;
					layout(location = 5) out vec4 vs_TEXCOORD6;
					layout(location = 6) out vec4 vs_TEXCOORD7;
					layout(location = 7) out vec3 vs_TEXCOORD8;
					layout(location = 8) out vec4 vs_TEXCOORD9;
					layout(location = 9) out vec3 vs_TEXCOORD10;
					layout(location = 10) out vec4 vs_TEXCOORD11;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					int u_xlati3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat7;
					float u_xlat8;
					vec3 u_xlat9;
					bvec2 u_xlatb9;
					float u_xlat12;
					float u_xlat14;
					float u_xlat19;
					int u_xlati21;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlatb1 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat7.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat7.xy = u_xlat7.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat7.xy = u_xlat7.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat19 = dot(u_xlat7.xy, u_xlat7.xy);
					    u_xlat2.x = inversesqrt(u_xlat19);
					    u_xlat2.yz = u_xlat7.xy * u_xlat2.xx;
					    u_xlat3.xy = u_xlat2.yz * vec2(1.0, 0.0);
					    u_xlat3.z = 0.0;
					    u_xlat7.xyz = (-u_xlat2.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat3.xyz;
					    u_xlat2.x = dot(u_xlat7.xz, u_xlat7.xz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat2.xxx;
					    u_xlat2.xy = u_xlat0.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat8 = _VertexGlitchFrequency * _Time.y;
					    u_xlat14 = sin(u_xlat8);
					    u_xlat3.xyz = vec3(u_xlat8) * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat3.xyz = sin(u_xlat3.xyz);
					    u_xlat8 = u_xlat14 + u_xlat3.x;
					    u_xlat8 = u_xlat3.y + u_xlat8;
					    u_xlat8 = u_xlat3.z + u_xlat8;
					    u_xlat8 = u_xlat8 * 0.25;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat2.xxx;
					    u_xlatb2 = u_xlat8>=_VertexGlitchThreshold;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat2.xxx + u_xlat0.xyz;
					    u_xlat2 = u_xlat7.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat7.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat7.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat0.wwww + u_xlat2;
					    u_xlat2 = (bool(u_xlatb1)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb1)) ? u_xlat7.xyz : u_xlat0.xyz;
					    u_xlatb1 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat7.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat3.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat7.xyz);
					    u_xlat7.x = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat7.x = u_xlat3.x / u_xlat7.x;
					    u_xlat7.x = (-u_xlat7.x) + 1.0;
					    u_xlat7.x = u_xlat7.x + _SpawnInAlpha;
					    u_xlat7.x = u_xlat7.x + _SpawnInVertOffsetOffset;
					    u_xlat7.x = u_xlat7.x + -1.0;
					    u_xlat7.x = clamp(u_xlat7.x, 0.0, 1.0);
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(0.0);
					    u_xlat3.y = u_xlat7.x * _SpawnInVertOffset;
					    u_xlat7.xyz = u_xlat0.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat7.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat7.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat2.xyz = (bool(u_xlatb1)) ? u_xlat3.xyz : u_xlat2.xyz;
					    u_xlati3 = unity_StereoEyeIndex << 2;
					    u_xlat4 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat4 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat4;
					    u_xlat4 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_ObjectToWorld[3];
					    u_xlat5 = u_xlat4.yyyy * unity_StereoMatrixVP[(u_xlati3 + 1) / 4][(u_xlati3 + 1) % 4];
					    u_xlat5 = unity_StereoMatrixVP[u_xlati3 / 4][u_xlati3 % 4] * u_xlat4.xxxx + u_xlat5;
					    u_xlat5 = unity_StereoMatrixVP[(u_xlati3 + 2) / 4][(u_xlati3 + 2) % 4] * u_xlat4.zzzz + u_xlat5;
					    u_xlat4 = unity_StereoMatrixVP[(u_xlati3 + 3) / 4][(u_xlati3 + 3) % 4] * u_xlat4.wwww + u_xlat5;
					    u_xlat9.xyz = u_xlat4.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat9.xy = u_xlat9.yy + u_xlat9.xz;
					    u_xlati21 = unity_StereoEyeIndex;
					    u_xlat4.xy = u_xlat4.ww * unity_StereoScaleOffset[u_xlati21].zw;
					    vs_TEXCOORD9.xy = u_xlat9.xy * unity_StereoScaleOffset[u_xlati21].xy + u_xlat4.xy;
					    u_xlatb9.xy = notEqual(vec4(0.0, 0.0, 0.0, 0.0), vec4(_EnableTouchGlow, _EnableBulge, _EnableTouchGlow, _EnableTouchGlow)).xy;
					    u_xlatb9.x = u_xlatb9.y || u_xlatb9.x;
					    if(u_xlatb9.x){
					        u_xlat5 = u_xlat2.wwww * unity_ObjectToWorld[3];
					        vs_TEXCOORD6 = unity_ObjectToWorld[2] * vec4(-5.0, -5.0, -5.0, -5.0) + u_xlat5;
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(-5.0);
					    } else {
					        vs_TEXCOORD6.xyz = (bool(u_xlatb1)) ? u_xlat7.xyz : u_xlat0.xyz;
					        vs_TEXCOORD6.w = u_xlat0.w;
					    }
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[3] * u_xlat2.wwww + u_xlat0;
					    u_xlatb1 = unity_LightShadowBias.z!=0.0;
					    u_xlat5.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat5.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat5.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat7.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat9.xyz = (-u_xlat0.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz;
					    u_xlat4.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat4.xxx;
					    u_xlat9.x = dot(u_xlat7.xyz, u_xlat9.xyz);
					    u_xlat9.x = (-u_xlat9.x) * u_xlat9.x + 1.0;
					    u_xlat9.x = sqrt(u_xlat9.x);
					    u_xlat9.x = u_xlat9.x * unity_LightShadowBias.z;
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = (bool(u_xlatb1)) ? u_xlat7.xyz : u_xlat0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati3 + 1) / 4][(u_xlati3 + 1) % 4];
					    u_xlat1 = unity_StereoMatrixVP[u_xlati3 / 4][u_xlati3 % 4] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati3 + 2) / 4][(u_xlati3 + 2) % 4] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati3 + 3) / 4][(u_xlati3 + 3) % 4] * u_xlat0.wwww + u_xlat1;
					    u_xlat1.x = unity_LightShadowBias.x / u_xlat0.w;
					    u_xlat1.x = min(u_xlat1.x, 0.0);
					    u_xlat1.x = max(u_xlat1.x, -1.0);
					    u_xlat12 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat12);
					    u_xlat1.x = (-u_xlat12) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat12;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD4.xy = in_TEXCOORD3.xy;
					    vs_TEXCOORD7 = u_xlat2;
					    vs_TEXCOORD9.zw = u_xlat4.zw;
					    vs_TEXCOORD11 = in_COLOR0;
					    vs_TEXCOORD5.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD8.xyz = vec3(1.0, 1.0, 1.0);
					    vs_TEXCOORD10.xyz = vec3(0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
		}
	}
	CustomEditor "Thry.ShaderEditor"
}