Shader "Hirabiki/VRCLens/Standard VR-Only Object" {
	Properties {
		_Color ("Color", Vector) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0, 1)) = 0.5
		_Metallic ("Metallic", Range(0, 1)) = 0
	}
	SubShader {
		LOD 200
		Tags { "RenderType" = "Opaque" }
		Pass {
			Name "FORWARD"
			LOD 200
			Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
			GpuProgramID 46433
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat0.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    u_xlat6 = u_xlat0.y * u_xlat0.y;
					    u_xlat6 = u_xlat0.x * u_xlat0.x + (-u_xlat6);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    u_xlat9 = u_xlat0.y * u_xlat0.y;
					    u_xlat9 = u_xlat0.x * u_xlat0.x + (-u_xlat9);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat9) + u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat7;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat7 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat7 = inversesqrt(u_xlat7);
					    vs_TEXCOORD1.xyz = vec3(u_xlat7) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD5.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec2 u_xlat4;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat4.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat4.xy;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    u_xlat10 = u_xlat1.y * u_xlat1.y;
					    u_xlat10 = u_xlat1.x * u_xlat1.x + (-u_xlat10);
					    u_xlat2 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat1.x = dot(unity_SHBr, u_xlat2);
					    u_xlat1.y = dot(unity_SHBg, u_xlat2);
					    u_xlat1.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat10) + u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD5.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec2 u_xlat4;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    u_xlat10 = u_xlat1.y * u_xlat1.y;
					    u_xlat10 = u_xlat1.x * u_xlat1.x + (-u_xlat10);
					    u_xlat2 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat1.x = dot(unity_SHBr, u_xlat2);
					    u_xlat1.y = dot(unity_SHBg, u_xlat2);
					    u_xlat1.z = dot(unity_SHBb, u_xlat2);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat10) + u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat4.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat4.xy;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat1.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat2 * u_xlat2 + u_xlat3;
					    u_xlat2 = u_xlat2 * u_xlat1.xxxx + u_xlat4;
					    u_xlat2 = u_xlat0 * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat1.y * u_xlat1.y;
					    u_xlat15 = u_xlat1.x * u_xlat1.x + (-u_xlat15);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat1.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat2 * u_xlat2 + u_xlat3;
					    u_xlat2 = u_xlat2 * u_xlat1.xxxx + u_xlat4;
					    u_xlat2 = u_xlat0 * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat1.y * u_xlat1.y;
					    u_xlat15 = u_xlat1.x * u_xlat1.x + (-u_xlat15);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat7;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat7 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat7 = inversesqrt(u_xlat7);
					    vs_TEXCOORD1.xyz = vec3(u_xlat7) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD5.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec2 u_xlat4;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat4.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat4.xy;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) 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[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.xyz = u_xlat2.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat3 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat2.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat3 * u_xlat3 + u_xlat4;
					    u_xlat3 = u_xlat3 * u_xlat2.xxxx + u_xlat5;
					    u_xlat3 = u_xlat0 * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat3;
					    u_xlat3.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat2.y * u_xlat2.y;
					    u_xlat18 = u_xlat2.x * u_xlat2.x + (-u_xlat18);
					    u_xlat2 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD5.zw = u_xlat1.zw;
					    vs_TEXCOORD5.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) 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[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat18;
					int u_xlati18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.xyz = u_xlat2.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat3 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat2.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat3 * u_xlat3 + u_xlat4;
					    u_xlat3 = u_xlat3 * u_xlat2.xxxx + u_xlat5;
					    u_xlat3 = u_xlat0 * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat3;
					    u_xlat3.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat2.y * u_xlat2.y;
					    u_xlat18 = u_xlat2.x * u_xlat2.x + (-u_xlat18);
					    u_xlat2 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD5.zw = u_xlat1.zw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat0.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    u_xlat6 = u_xlat0.y * u_xlat0.y;
					    u_xlat6 = u_xlat0.x * u_xlat0.x + (-u_xlat6);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    u_xlat9 = u_xlat0.y * u_xlat0.y;
					    u_xlat9 = u_xlat0.x * u_xlat0.x + (-u_xlat9);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat9) + u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat4 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat2 * 0.5;
					    vs_TEXCOORD5.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    u_xlat6 = u_xlat1.y * u_xlat1.y;
					    u_xlat6 = u_xlat1.x * u_xlat1.x + (-u_xlat6);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat2.xyz;
					    u_xlat3 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat3 * 0.5;
					    vs_TEXCOORD5.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    u_xlat6 = u_xlat1.y * u_xlat1.y;
					    u_xlat6 = u_xlat1.x * u_xlat1.x + (-u_xlat6);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat2.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat1.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat2 * u_xlat2 + u_xlat3;
					    u_xlat2 = u_xlat2 * u_xlat1.xxxx + u_xlat4;
					    u_xlat2 = u_xlat0 * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat1.y * u_xlat1.y;
					    u_xlat15 = u_xlat1.x * u_xlat1.x + (-u_xlat15);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = 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_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat1.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat2 * u_xlat2 + u_xlat3;
					    u_xlat2 = u_xlat2 * u_xlat1.xxxx + u_xlat4;
					    u_xlat2 = u_xlat0 * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat1.y * u_xlat1.y;
					    u_xlat15 = u_xlat1.x * u_xlat1.x + (-u_xlat15);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat4 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat2 * 0.5;
					    vs_TEXCOORD5.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) 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[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD5.zw = u_xlat1.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.xyz = u_xlat2.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat3 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat2.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat3 * u_xlat3 + u_xlat4;
					    u_xlat3 = u_xlat3 * u_xlat2.xxxx + u_xlat5;
					    u_xlat3 = u_xlat0 * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat3;
					    u_xlat3.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat2.y * u_xlat2.y;
					    u_xlat18 = u_xlat2.x * u_xlat2.x + (-u_xlat18);
					    u_xlat2 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD5.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) 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[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat18;
					int u_xlati18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD5.zw = u_xlat1.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.xyz = u_xlat2.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat3 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat2.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat3 * u_xlat3 + u_xlat4;
					    u_xlat3 = u_xlat3 * u_xlat2.xxxx + u_xlat5;
					    u_xlat3 = u_xlat0 * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat3;
					    u_xlat3.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat2.y * u_xlat2.y;
					    u_xlat18 = u_xlat2.x * u_xlat2.x + (-u_xlat18);
					    u_xlat2 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat0.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    u_xlat6 = u_xlat0.y * u_xlat0.y;
					    u_xlat6 = u_xlat0.x * u_xlat0.x + (-u_xlat6);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    u_xlat9 = u_xlat0.y * u_xlat0.y;
					    u_xlat9 = u_xlat0.x * u_xlat0.x + (-u_xlat9);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat9) + u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat4 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat2 * 0.5;
					    vs_TEXCOORD5.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    u_xlat6 = u_xlat1.y * u_xlat1.y;
					    u_xlat6 = u_xlat1.x * u_xlat1.x + (-u_xlat6);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat2.xyz;
					    u_xlat3 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat3 * 0.5;
					    vs_TEXCOORD5.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    u_xlat6 = u_xlat1.y * u_xlat1.y;
					    u_xlat6 = u_xlat1.x * u_xlat1.x + (-u_xlat6);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat2.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat1.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat2 * u_xlat2 + u_xlat3;
					    u_xlat2 = u_xlat2 * u_xlat1.xxxx + u_xlat4;
					    u_xlat2 = u_xlat0 * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat1.y * u_xlat1.y;
					    u_xlat15 = u_xlat1.x * u_xlat1.x + (-u_xlat15);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = 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_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat1.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat2 * u_xlat2 + u_xlat3;
					    u_xlat2 = u_xlat2 * u_xlat1.xxxx + u_xlat4;
					    u_xlat2 = u_xlat0 * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat1.y * u_xlat1.y;
					    u_xlat15 = u_xlat1.x * u_xlat1.x + (-u_xlat15);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat4 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat2 * 0.5;
					    vs_TEXCOORD5.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) 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[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD5.zw = u_xlat1.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.xyz = u_xlat2.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat3 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat2.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat3 * u_xlat3 + u_xlat4;
					    u_xlat3 = u_xlat3 * u_xlat2.xxxx + u_xlat5;
					    u_xlat3 = u_xlat0 * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat3;
					    u_xlat3.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat2.y * u_xlat2.y;
					    u_xlat18 = u_xlat2.x * u_xlat2.x + (-u_xlat18);
					    u_xlat2 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD5.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) 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[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat18;
					int u_xlati18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD5.zw = u_xlat1.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.xyz = u_xlat2.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat3 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat2.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat3 * u_xlat3 + u_xlat4;
					    u_xlat3 = u_xlat3 * u_xlat2.xxxx + u_xlat5;
					    u_xlat3 = u_xlat0 * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat3;
					    u_xlat3.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat2.y * u_xlat2.y;
					    u_xlat18 = u_xlat2.x * u_xlat2.x + (-u_xlat18);
					    u_xlat2 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat0.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    u_xlat6 = u_xlat0.y * u_xlat0.y;
					    u_xlat6 = u_xlat0.x * u_xlat0.x + (-u_xlat6);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    u_xlat9 = u_xlat0.y * u_xlat0.y;
					    u_xlat9 = u_xlat0.x * u_xlat0.x + (-u_xlat9);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat9) + u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat4 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat2 * 0.5;
					    vs_TEXCOORD5.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat3;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    u_xlat6 = u_xlat1.y * u_xlat1.y;
					    u_xlat6 = u_xlat1.x * u_xlat1.x + (-u_xlat6);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat2.xyz;
					    u_xlat3 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat3 * 0.5;
					    vs_TEXCOORD5.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    u_xlat6 = u_xlat1.y * u_xlat1.y;
					    u_xlat6 = u_xlat1.x * u_xlat1.x + (-u_xlat6);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD3.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat2.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat1.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat2 * u_xlat2 + u_xlat3;
					    u_xlat2 = u_xlat2 * u_xlat1.xxxx + u_xlat4;
					    u_xlat2 = u_xlat0 * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat1.y * u_xlat1.y;
					    u_xlat15 = u_xlat1.x * u_xlat1.x + (-u_xlat15);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = 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_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					int u_xlati15;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.xyz = u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat2 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat1.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat2 * u_xlat2 + u_xlat3;
					    u_xlat2 = u_xlat2 * u_xlat1.xxxx + u_xlat4;
					    u_xlat2 = u_xlat0 * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat2 = u_xlat2 * u_xlat3;
					    u_xlat2 = max(u_xlat2, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat2;
					    u_xlat2.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat2.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat2.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat1.y * u_xlat1.y;
					    u_xlat15 = u_xlat1.x * u_xlat1.x + (-u_xlat15);
					    u_xlat1 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD5 = vec4(0.0, 0.0, 0.0, 0.0);
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat4 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat2 * 0.5;
					    vs_TEXCOORD5.xy = u_xlat0.zz + u_xlat0.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD4 = u_xlat0.z;
					    vs_TEXCOORD5.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) 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[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_4_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_4_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD5.zw = u_xlat1.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.xyz = u_xlat2.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat3 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat2.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat3 * u_xlat3 + u_xlat4;
					    u_xlat3 = u_xlat3 * u_xlat2.xxxx + u_xlat5;
					    u_xlat3 = u_xlat0 * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat3;
					    u_xlat3.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat2.y * u_xlat2.y;
					    u_xlat18 = u_xlat2.x * u_xlat2.x + (-u_xlat18);
					    u_xlat2 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat1.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD5.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) 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[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_4_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_4_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_4_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD4;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD5;
					out vec4 vs_TEXCOORD6;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					int u_xlati12;
					float u_xlat18;
					int u_xlati18;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati18 / 4][u_xlati18 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati18 + 3) / 4][(u_xlati18 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD4 = u_xlat1.z;
					    vs_TEXCOORD5.zw = u_xlat1.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * u_xlat2.xyz;
					    vs_TEXCOORD1.xyz = u_xlat2.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    u_xlat3 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat4 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat5 = u_xlat2.yyyy * u_xlat4;
					    u_xlat4 = u_xlat4 * u_xlat4;
					    u_xlat4 = u_xlat3 * u_xlat3 + u_xlat4;
					    u_xlat3 = u_xlat3 * u_xlat2.xxxx + u_xlat5;
					    u_xlat3 = u_xlat0 * u_xlat2.zzzz + u_xlat3;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat4;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat4 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat3 = u_xlat3 * u_xlat4;
					    u_xlat3 = max(u_xlat3, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat3;
					    u_xlat3.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat3.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat3.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat18 = u_xlat2.y * u_xlat2.y;
					    u_xlat18 = u_xlat2.x * u_xlat2.x + (-u_xlat18);
					    u_xlat2 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat3.x = dot(unity_SHBr, u_xlat2);
					    u_xlat3.y = dot(unity_SHBg, u_xlat2);
					    u_xlat3.z = dot(unity_SHBb, u_xlat2);
					    u_xlat2.xyz = unity_SHC.xyz * vec3(u_xlat18) + u_xlat3.xyz;
					    vs_TEXCOORD3.xyz = u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati12].zw;
					    vs_TEXCOORD5.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati12].xy + u_xlat1.xy;
					    vs_TEXCOORD6 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb14 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb14 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb37)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat38 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat37, u_xlat38);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb37)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat38 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat37, u_xlat38);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_3_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_7;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb15;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati40 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb15 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb15 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlat40 = float(u_xlati40);
					    u_xlatb40 = (-u_xlat40)<0.0;
					    if(((int(u_xlatb40) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb41 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb41)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat41 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat42 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat41, u_xlat42);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat41 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat41 = clamp(u_xlat41, 0.0, 1.0);
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * _LightColor0.xyz;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb41 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb41)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat41 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat42 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat41, u_xlat42);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat41 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat41 = clamp(u_xlat41, 0.0, 1.0);
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * _LightColor0.xyz;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb14 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb14 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat37 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat38 = (-u_xlat37) + u_xlat38;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat38 + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb38 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb38){
					        u_xlatb38 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb38)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat38 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat38, u_xlat39);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat38 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat38 = u_xlat38 + (-u_xlat4.x);
					    u_xlat37 = u_xlat37 * u_xlat38 + u_xlat4.x;
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + 1.0;
					    u_xlat1.x = u_xlat1.x + _Glossiness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati37 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat38 = (-u_xlat37) + u_xlat38;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat38 + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb38 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb38){
					        u_xlatb38 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb38)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat38 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat38, u_xlat39);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat38 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat38 = u_xlat38 + (-u_xlat4.x);
					    u_xlat37 = u_xlat37 * u_xlat38 + u_xlat4.x;
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_3_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb15;
					float u_xlat17;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati40 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb15 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb15 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlat40 = float(u_xlati40);
					    u_xlatb40 = (-u_xlat40)<0.0;
					    if(((int(u_xlatb40) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat40 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat41 = sqrt(u_xlat41);
					    u_xlat41 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = unity_ShadowFadeCenterAndType.w * u_xlat41 + u_xlat40;
					    u_xlat40 = u_xlat40 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlatb41 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb41){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb42)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat42, u_xlat17);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat42 = u_xlat42 + (-u_xlat4.x);
					    u_xlat40 = u_xlat40 * u_xlat42 + u_xlat4.x;
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat40) * _LightColor0.xyz;
					    if(u_xlatb41){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + 1.0;
					    u_xlat1.x = u_xlat1.x + _Glossiness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					float u_xlat17;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].z;
					    u_xlat40 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat41 = sqrt(u_xlat41);
					    u_xlat41 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = unity_ShadowFadeCenterAndType.w * u_xlat41 + u_xlat40;
					    u_xlat40 = u_xlat40 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlatb41 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb41){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb42)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat42, u_xlat17);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat42 = u_xlat42 + (-u_xlat4.x);
					    u_xlat40 = u_xlat40 * u_xlat42 + u_xlat4.x;
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat40) * _LightColor0.xyz;
					    if(u_xlatb41){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb14 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb14 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb37)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat38 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat37, u_xlat38);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb37)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat38 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat37, u_xlat38);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_3_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_7;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb15;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati40 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb15 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb15 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlat40 = float(u_xlati40);
					    u_xlatb40 = (-u_xlat40)<0.0;
					    if(((int(u_xlatb40) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb41 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb41)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat41 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat42 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat41, u_xlat42);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat41 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat41 = clamp(u_xlat41, 0.0, 1.0);
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * _LightColor0.xyz;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * 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_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb41 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb41)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat41 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat42 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat41, u_xlat42);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat41 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat41 = clamp(u_xlat41, 0.0, 1.0);
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * _LightColor0.xyz;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb14 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb14 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat37 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat38 = (-u_xlat37) + u_xlat38;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat38 + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb38 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb38){
					        u_xlatb38 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb38)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat38 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat38, u_xlat39);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat38 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat38 = u_xlat38 + (-u_xlat4.x);
					    u_xlat37 = u_xlat37 * u_xlat38 + u_xlat4.x;
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + 1.0;
					    u_xlat1.x = u_xlat1.x + _Glossiness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * 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_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati37 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat38 = (-u_xlat37) + u_xlat38;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat38 + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb38 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb38){
					        u_xlatb38 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb38)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat38 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat38, u_xlat39);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat38 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat38 = u_xlat38 + (-u_xlat4.x);
					    u_xlat37 = u_xlat37 * u_xlat38 + u_xlat4.x;
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_3_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb15;
					float u_xlat17;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati40 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb15 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb15 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlat40 = float(u_xlati40);
					    u_xlatb40 = (-u_xlat40)<0.0;
					    if(((int(u_xlatb40) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat40 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat41 = sqrt(u_xlat41);
					    u_xlat41 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = unity_ShadowFadeCenterAndType.w * u_xlat41 + u_xlat40;
					    u_xlat40 = u_xlat40 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlatb41 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb41){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb42)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat42, u_xlat17);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat42 = u_xlat42 + (-u_xlat4.x);
					    u_xlat40 = u_xlat40 * u_xlat42 + u_xlat4.x;
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat40) * _LightColor0.xyz;
					    if(u_xlatb41){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + 1.0;
					    u_xlat1.x = u_xlat1.x + _Glossiness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * 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_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					float u_xlat17;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].z;
					    u_xlat40 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat41 = sqrt(u_xlat41);
					    u_xlat41 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = unity_ShadowFadeCenterAndType.w * u_xlat41 + u_xlat40;
					    u_xlat40 = u_xlat40 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlatb41 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb41){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb42)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat42, u_xlat17);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat42 = u_xlat42 + (-u_xlat4.x);
					    u_xlat40 = u_xlat40 * u_xlat42 + u_xlat4.x;
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat40) * _LightColor0.xyz;
					    if(u_xlatb41){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb14 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb14 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb37)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat38 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat37, u_xlat38);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.y;
					    u_xlat36 = exp2((-u_xlat36));
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb37)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat38 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat37, u_xlat38);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.y;
					    u_xlat36 = exp2((-u_xlat36));
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_3_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_7;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb15;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati40 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb15 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb15 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlat40 = float(u_xlati40);
					    u_xlatb40 = (-u_xlat40)<0.0;
					    if(((int(u_xlatb40) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb41 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb41)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat41 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat42 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat41, u_xlat42);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat41 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat41 = clamp(u_xlat41, 0.0, 1.0);
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * _LightColor0.xyz;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * 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_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb41 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb41)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat41 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat42 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat41, u_xlat42);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat41 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat41 = clamp(u_xlat41, 0.0, 1.0);
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * _LightColor0.xyz;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb14 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb14 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat37 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat38 = (-u_xlat37) + u_xlat38;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat38 + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb38 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb38){
					        u_xlatb38 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb38)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat38 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat38, u_xlat39);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat38 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat38 = u_xlat38 + (-u_xlat4.x);
					    u_xlat37 = u_xlat37 * u_xlat38 + u_xlat4.x;
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + 1.0;
					    u_xlat1.x = u_xlat1.x + _Glossiness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.y;
					    u_xlat36 = exp2((-u_xlat36));
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * 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_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati37 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat38 = (-u_xlat37) + u_xlat38;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat38 + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb38 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb38){
					        u_xlatb38 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb38)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat38 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat38, u_xlat39);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat38 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat38 = u_xlat38 + (-u_xlat4.x);
					    u_xlat37 = u_xlat37 * u_xlat38 + u_xlat4.x;
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.y;
					    u_xlat36 = exp2((-u_xlat36));
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_3_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb15;
					float u_xlat17;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati40 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb15 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb15 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlat40 = float(u_xlati40);
					    u_xlatb40 = (-u_xlat40)<0.0;
					    if(((int(u_xlatb40) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat40 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat41 = sqrt(u_xlat41);
					    u_xlat41 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = unity_ShadowFadeCenterAndType.w * u_xlat41 + u_xlat40;
					    u_xlat40 = u_xlat40 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlatb41 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb41){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb42)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat42, u_xlat17);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat42 = u_xlat42 + (-u_xlat4.x);
					    u_xlat40 = u_xlat40 * u_xlat42 + u_xlat4.x;
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat40) * _LightColor0.xyz;
					    if(u_xlatb41){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + 1.0;
					    u_xlat1.x = u_xlat1.x + _Glossiness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * 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_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					float u_xlat17;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].z;
					    u_xlat40 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat41 = sqrt(u_xlat41);
					    u_xlat41 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = unity_ShadowFadeCenterAndType.w * u_xlat41 + u_xlat40;
					    u_xlat40 = u_xlat40 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlatb41 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb41){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb42)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat42, u_xlat17);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat42 = u_xlat42 + (-u_xlat4.x);
					    u_xlat40 = u_xlat40 * u_xlat42 + u_xlat4.x;
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat40) * _LightColor0.xyz;
					    if(u_xlatb41){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb14 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb14 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb37)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat38 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat37, u_xlat38);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb37 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb37){
					        u_xlatb37 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb37)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat37 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat38 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat37, u_xlat38);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat37 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_3_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_7;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb15;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati40 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb15 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb15 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlat40 = float(u_xlati40);
					    u_xlatb40 = (-u_xlat40)<0.0;
					    if(((int(u_xlatb40) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb41 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb41)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat41 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat42 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat41, u_xlat42);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat41 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat41 = clamp(u_xlat41, 0.0, 1.0);
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * _LightColor0.xyz;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * 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_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb41 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb41)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat41 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat42 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat41, u_xlat42);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat41 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat41 = clamp(u_xlat41, 0.0, 1.0);
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * _LightColor0.xyz;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb14 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb14 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati2.x;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat37 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat38 = (-u_xlat37) + u_xlat38;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat38 + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb38 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb38){
					        u_xlatb38 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb38)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat38 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat38, u_xlat39);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat38 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat38 = u_xlat38 + (-u_xlat4.x);
					    u_xlat37 = u_xlat37 * u_xlat38 + u_xlat4.x;
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + 1.0;
					    u_xlat1.x = u_xlat1.x + _Glossiness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * 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_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					float u_xlat13;
					float u_xlat24;
					float u_xlat25;
					float u_xlat36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati37 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat38 = sqrt(u_xlat38);
					    u_xlat38 = (-u_xlat37) + u_xlat38;
					    u_xlat37 = unity_ShadowFadeCenterAndType.w * u_xlat38 + u_xlat37;
					    u_xlat37 = u_xlat37 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat37 = clamp(u_xlat37, 0.0, 1.0);
					    u_xlatb38 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb38){
					        u_xlatb38 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb38)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat38 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat38, u_xlat39);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat38 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat38 = u_xlat38 + (-u_xlat4.x);
					    u_xlat37 = u_xlat37 * u_xlat38 + u_xlat4.x;
					    u_xlat38 = (-_Glossiness) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlatb37 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb37){
					        u_xlat37 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat37 = inversesqrt(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					        u_xlat7.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat37 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat37 = min(u_xlat7.z, u_xlat37);
					        u_xlat7.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat37) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat37 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat37 = u_xlat37 * u_xlat38;
					    u_xlat37 = u_xlat37 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat37);
					    u_xlat39 = u_xlat6.w + -1.0;
					    u_xlat39 = unity_SpecCube0_HDR.w * u_xlat39 + 1.0;
					    u_xlat39 = log2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlatb40 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb40){
					        u_xlatb40 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb40){
					            u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat40 = inversesqrt(u_xlat40);
					            u_xlat8.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					            u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat40 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat40 = min(u_xlat9.z, u_xlat40);
					            u_xlat9.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat40) + u_xlat9.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat37);
					        u_xlat37 = u_xlat4.w + -1.0;
					        u_xlat37 = unity_SpecCube1_HDR.w * u_xlat37 + 1.0;
					        u_xlat37 = log2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.y;
					        u_xlat37 = exp2(u_xlat37);
					        u_xlat37 = u_xlat37 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat37);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz + (-u_xlat4.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat4.xyz;
					    }
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat4.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat38));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat1.x) + 1.0;
					    u_xlat25 = u_xlat24 * u_xlat24;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat24 = u_xlat24 * u_xlat25;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat25 = -abs(u_xlat36) + 1.0;
					    u_xlat39 = u_xlat25 * u_xlat25;
					    u_xlat39 = u_xlat39 * u_xlat39;
					    u_xlat25 = u_xlat25 * u_xlat39;
					    u_xlat12.x = u_xlat12.x * u_xlat25 + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat38 * u_xlat38;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat38 = (-u_xlat24) + 1.0;
					    u_xlat39 = abs(u_xlat36) * u_xlat38 + u_xlat24;
					    u_xlat38 = u_xlat1.x * u_xlat38 + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat38;
					    u_xlat36 = u_xlat1.x * u_xlat39 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat38 = u_xlat24 * u_xlat24;
					    u_xlat39 = u_xlat13 * u_xlat38 + (-u_xlat13);
					    u_xlat13 = u_xlat39 * u_xlat13 + 1.0;
					    u_xlat38 = u_xlat38 * 0.318309873;
					    u_xlat13 = u_xlat13 * u_xlat13 + 1.00000001e-07;
					    u_xlat13 = u_xlat38 / u_xlat13;
					    u_xlat36 = u_xlat36 * u_xlat13;
					    u_xlat12.z = u_xlat36 * 3.14159274;
					    u_xlat12.xz = u_xlat1.xx * u_xlat12.xz;
					    u_xlat36 = max(u_xlat12.z, 0.0);
					    u_xlat24 = u_xlat24 * u_xlat24 + 1.0;
					    u_xlat24 = float(1.0) / u_xlat24;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat36 = u_xlat36 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat37) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat12.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat36);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = u_xlat12.x * u_xlat12.x;
					    u_xlat0.x = u_xlat0.x * u_xlat12.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat24);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat25) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat36 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_3_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb15;
					float u_xlat17;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati40 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb15 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb15 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati40 = u_xlati40 * u_xlati2.x;
					    u_xlat40 = float(u_xlati40);
					    u_xlatb40 = (-u_xlat40)<0.0;
					    if(((int(u_xlatb40) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat40 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat41 = sqrt(u_xlat41);
					    u_xlat41 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = unity_ShadowFadeCenterAndType.w * u_xlat41 + u_xlat40;
					    u_xlat40 = u_xlat40 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlatb41 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb41){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb42)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat42, u_xlat17);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat42 = u_xlat42 + (-u_xlat4.x);
					    u_xlat40 = u_xlat40 * u_xlat42 + u_xlat4.x;
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat40) * _LightColor0.xyz;
					    if(u_xlatb41){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + 1.0;
					    u_xlat1.x = u_xlat1.x + _Glossiness;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * 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_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					float u_xlat17;
					float u_xlat26;
					float u_xlat27;
					float u_xlat39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].z;
					    u_xlat40 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat41 = sqrt(u_xlat41);
					    u_xlat41 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = unity_ShadowFadeCenterAndType.w * u_xlat41 + u_xlat40;
					    u_xlat40 = u_xlat40 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlatb41 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb41){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb42)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat42, u_xlat17);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD5.xy / vs_TEXCOORD5.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat42 = u_xlat42 + (-u_xlat4.x);
					    u_xlat40 = u_xlat40 * u_xlat42 + u_xlat4.x;
					    u_xlat42 = (-_Glossiness) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), vs_TEXCOORD1.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = vs_TEXCOORD1.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlat5.xyz = vec3(u_xlat40) * _LightColor0.xyz;
					    if(u_xlatb41){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb40)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat6.y * 0.25;
					        u_xlat41 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat43 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat41);
					        u_xlat6.x = min(u_xlat43, u_xlat40);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat9.xyz = vs_TEXCOORD1.xyz;
					        u_xlat9.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat9);
					        u_xlat7.y = dot(u_xlat8, u_xlat9);
					        u_xlat7.z = dot(u_xlat6, u_xlat9);
					    } else {
					        u_xlat6.xyz = vs_TEXCOORD1.xyz;
					        u_xlat6.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat6);
					        u_xlat7.y = dot(unity_SHAg, u_xlat6);
					        u_xlat7.z = dot(unity_SHAb, u_xlat6);
					    }
					    u_xlat6.xyz = u_xlat7.xyz + vs_TEXCOORD3.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat40 * u_xlat42;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb43 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb43){
					        u_xlatb43 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb43){
					            u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat43 = inversesqrt(u_xlat43);
					            u_xlat9.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD2.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat43 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat43 = min(u_xlat10.z, u_xlat43);
					            u_xlat10.xyz = vs_TEXCOORD2.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat9.xyz * vec3(u_xlat43) + u_xlat10.xyz;
					        }
					        u_xlat4 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat40);
					        u_xlat40 = u_xlat4.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat4.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat4.xyz;
					    }
					    u_xlat40 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat40 = inversesqrt(u_xlat40);
					    u_xlat4.xyz = vec3(u_xlat40) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat0.xyz = vec3(u_xlat39) * u_xlat0.xyz;
					    u_xlat39 = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat4.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat0.xyz);
					    u_xlat14 = clamp(u_xlat14, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = dot(u_xlat13.xx, vec2(u_xlat42));
					    u_xlat13.x = u_xlat13.x + -0.5;
					    u_xlat26 = (-u_xlat1.x) + 1.0;
					    u_xlat27 = u_xlat26 * u_xlat26;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat26 = u_xlat26 * u_xlat27;
					    u_xlat26 = u_xlat13.x * u_xlat26 + 1.0;
					    u_xlat27 = -abs(u_xlat39) + 1.0;
					    u_xlat41 = u_xlat27 * u_xlat27;
					    u_xlat41 = u_xlat41 * u_xlat41;
					    u_xlat27 = u_xlat27 * u_xlat41;
					    u_xlat13.x = u_xlat13.x * u_xlat27 + 1.0;
					    u_xlat13.x = u_xlat13.x * u_xlat26;
					    u_xlat26 = u_xlat42 * u_xlat42;
					    u_xlat26 = max(u_xlat26, 0.00200000009);
					    u_xlat41 = (-u_xlat26) + 1.0;
					    u_xlat42 = abs(u_xlat39) * u_xlat41 + u_xlat26;
					    u_xlat41 = u_xlat1.x * u_xlat41 + u_xlat26;
					    u_xlat39 = abs(u_xlat39) * u_xlat41;
					    u_xlat39 = u_xlat1.x * u_xlat42 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat41 = u_xlat26 * u_xlat26;
					    u_xlat42 = u_xlat14 * u_xlat41 + (-u_xlat14);
					    u_xlat14 = u_xlat42 * u_xlat14 + 1.0;
					    u_xlat41 = u_xlat41 * 0.318309873;
					    u_xlat14 = u_xlat14 * u_xlat14 + 1.00000001e-07;
					    u_xlat14 = u_xlat41 / u_xlat14;
					    u_xlat39 = u_xlat39 * u_xlat14;
					    u_xlat13.z = u_xlat39 * 3.14159274;
					    u_xlat13.xz = u_xlat1.xx * u_xlat13.xz;
					    u_xlat39 = max(u_xlat13.z, 0.0);
					    u_xlat26 = u_xlat26 * u_xlat26 + 1.0;
					    u_xlat26 = float(1.0) / u_xlat26;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb1 = u_xlat1.x!=0.0;
					    u_xlat1.x = u_xlatb1 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat1.x = (-u_xlat40) + _Glossiness;
					    u_xlat1.x = u_xlat1.x + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat13.xxx + u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat13.x = u_xlat0.x * u_xlat0.x;
					    u_xlat13.x = u_xlat13.x * u_xlat13.x;
					    u_xlat0.x = u_xlat0.x * u_xlat13.x;
					    u_xlat6.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyw = u_xlat6.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyw = u_xlat0.xyw * u_xlat5.xyz;
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyw;
					    u_xlat3.xyz = u_xlat8.xyz * vec3(u_xlat26);
					    u_xlat1.xyw = (-u_xlat2.xyz) + u_xlat1.xxx;
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat1.xyw + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyw;
					    u_xlat39 = vs_TEXCOORD4 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "FORWARD"
			LOD 200
			Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
			Blend One One, One One
			ZWrite Off
			GpuProgramID 90547
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD1.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat7;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat7 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat7 = inversesqrt(u_xlat7);
					    vs_TEXCOORD1.xyz = vec3(u_xlat7) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD4.zw = u_xlat0.zw;
					    vs_TEXCOORD4.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec2 u_xlat4;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat4.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati1].zw;
					    vs_TEXCOORD4.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati1].xy + u_xlat4.xy;
					    vs_TEXCOORD4.zw = u_xlat0.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    u_xlat2 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD4.zw = u_xlat1.zw;
					    vs_TEXCOORD4.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					int u_xlati8;
					float u_xlat12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    u_xlat2 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD1.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD4.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD4.zw = u_xlat1.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD1.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD4.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat4 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat2 * 0.5;
					    vs_TEXCOORD4.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD4.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD4.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    u_xlat2 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD4.zw = u_xlat1.zw;
					    vs_TEXCOORD4.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					int u_xlati8;
					float u_xlat12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    u_xlat2 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD1.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD4.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD4.zw = u_xlat1.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD1.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD4.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat4 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat2 * 0.5;
					    vs_TEXCOORD4.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD4.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD4.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    u_xlat2 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD4.zw = u_xlat1.zw;
					    vs_TEXCOORD4.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					int u_xlati8;
					float u_xlat12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    u_xlat2 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD1.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD4.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD4.zw = u_xlat1.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD1.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[9];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD3 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat2;
					float u_xlat4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD4.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat4 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat1.xyz;
					    u_xlat2 = u_xlat0.y * _ProjectionParams.x;
					    u_xlat0.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat0.w = u_xlat2 * 0.5;
					    vs_TEXCOORD4.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					int u_xlati6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD5 = u_xlat0.z;
					    vs_TEXCOORD4.zw = u_xlat0.zw;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat6 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat1.xyz;
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    u_xlat0.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati6 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati6].zw;
					    vs_TEXCOORD4.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati6].xy + u_xlat1.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    u_xlat2 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD4.zw = u_xlat1.zw;
					    vs_TEXCOORD4.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_4;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					int u_xlati8;
					float u_xlat12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    u_xlat2 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat2.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat2.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat2.zz + u_xlat0.xy;
					    vs_TEXCOORD3.xy = unity_WorldToLight[3].xy * u_xlat2.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD1.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    vs_TEXCOORD5 = u_xlat1.z;
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat1.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD4.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD4.zw = u_xlat1.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat10;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_xlat10 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD1.xyz = vec3(u_xlat10) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[4];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[2];
						vec4 _MainTex_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    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_TEXCOORD1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD3.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat23));
					    u_xlat22 = u_xlat22 * u_xlat5.x;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat23));
					    u_xlat22 = u_xlat22 * u_xlat5.x;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat19, u_xlat20);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat19, u_xlat20);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					float u_xlat24;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlatb23 = 0.0<u_xlat5.z;
					    u_xlat23 = u_xlatb23 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat23 = u_xlat23 * u_xlat6.w;
					    u_xlat24 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat24));
					    u_xlat23 = u_xlat23 * u_xlat5.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					bool u_xlatb23;
					float u_xlat24;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlatb23 = 0.0<u_xlat5.z;
					    u_xlat23 = u_xlatb23 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat23 = u_xlat23 * u_xlat6.w;
					    u_xlat24 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat24));
					    u_xlat23 = u_xlat23 * u_xlat5.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat23));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat23 = u_xlat5.w * u_xlat6.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat23));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat23 = u_xlat5.w * u_xlat6.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat20);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat20);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_4_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					    u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					    u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat10.xyz = u_xlat7.xyz / u_xlat7.www;
					    vec3 txVec0 = vec3(u_xlat10.xy,u_xlat10.z);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlatb2 = 0.0<u_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat10.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat10.xy = u_xlat10.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat10.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat10.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat10.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_2_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					    u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					    u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat10.xyz = u_xlat7.xyz / u_xlat7.www;
					    vec3 txVec0 = vec3(u_xlat10.xy,u_xlat10.z);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlatb2 = 0.0<u_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat10.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat10.xy = u_xlat10.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat10.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat10.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat10.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_4_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec3 u_xlat12;
					float u_xlat13;
					vec3 u_xlat14;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat26;
					vec2 u_xlat31;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					int u_xlati38;
					bool u_xlatb38;
					float u_xlat39;
					bool u_xlatb39;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati4.y * u_xlati4.x;
					    u_xlat38 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat38), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb38 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati38 = u_xlatb38 ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati38;
					    u_xlatb38 = unity_CameraProjection[0].z==0.0;
					    u_xlatb39 = unity_CameraProjection[1].z==0.0;
					    u_xlatb38 = u_xlatb38 && u_xlatb39;
					    u_xlati38 = u_xlatb38 ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati38;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD2.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_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat39);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					        u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					        u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat14.xyz = u_xlat7.xyz / u_xlat7.www;
					        u_xlat7.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat7.xy = floor(u_xlat7.xy);
					        u_xlat14.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat7.xy);
					        u_xlat8 = u_xlat14.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat9.xw = u_xlat8.xz * u_xlat8.xz;
					        u_xlat31.xy = u_xlat9.xw * vec2(0.5, 0.5) + (-u_xlat14.xy);
					        u_xlat8.xz = (-u_xlat14.xy) + vec2(1.0, 1.0);
					        u_xlat10.xy = min(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat8.xz = (-u_xlat10.xy) * u_xlat10.xy + u_xlat8.xz;
					        u_xlat14.xy = max(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat14.xy = (-u_xlat14.xy) * u_xlat14.xy + u_xlat8.yw;
					        u_xlat10.x = u_xlat31.x;
					        u_xlat10.y = u_xlat8.x;
					        u_xlat10.z = u_xlat14.x;
					        u_xlat10.w = u_xlat9.x;
					        u_xlat10 = u_xlat10 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9.x = u_xlat31.y;
					        u_xlat9.y = u_xlat8.z;
					        u_xlat9.z = u_xlat14.y;
					        u_xlat8 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9 = u_xlat10.ywyw + u_xlat10.xzxz;
					        u_xlat11 = u_xlat8.yyww + u_xlat8.xxzz;
					        u_xlat14.xy = u_xlat10.yw / u_xlat9.zw;
					        u_xlat14.xy = u_xlat14.xy + vec2(-1.5, 0.5);
					        u_xlat31.xy = u_xlat8.yw / u_xlat11.yw;
					        u_xlat31.xy = u_xlat31.xy + vec2(-1.5, 0.5);
					        u_xlat8.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat8.zw = u_xlat31.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat9 = u_xlat9 * u_xlat11;
					        u_xlat10 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xzyz;
					        vec3 txVec0 = vec3(u_xlat10.xy,u_xlat14.z);
					        u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat10.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat26 = u_xlat26 * u_xlat9.y;
					        u_xlat14.x = u_xlat9.x * u_xlat14.x + u_xlat26;
					        u_xlat7 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xwyw;
					        vec3 txVec2 = vec3(u_xlat7.xy,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat14.x = u_xlat9.z * u_xlat26 + u_xlat14.x;
					        vec3 txVec3 = vec3(u_xlat7.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat14.x = u_xlat9.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_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat14.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat14.xy = u_xlat14.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat14.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat14.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat14.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat6.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat37 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + u_xlat3.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat38 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat37));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat38) + 1.0;
					    u_xlat1.x = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat1.x;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat1.x = -abs(u_xlat36) + 1.0;
					    u_xlat13 = u_xlat1.x * u_xlat1.x;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat1.x = u_xlat1.x * u_xlat13;
					    u_xlat12.x = u_xlat12.x * u_xlat1.x + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat37 * u_xlat37;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat1.x = (-u_xlat24) + 1.0;
					    u_xlat13 = abs(u_xlat36) * u_xlat1.x + u_xlat24;
					    u_xlat1.x = u_xlat38 * u_xlat1.x + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat1.x;
					    u_xlat36 = u_xlat38 * u_xlat13 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat24 = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat3.x * u_xlat24 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat24 = u_xlat24 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat24 = u_xlat24 / u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat36;
					    u_xlat12.y = u_xlat24 * 3.14159274;
					    u_xlat12.xy = vec2(u_xlat38) * u_xlat12.xy;
					    u_xlat24 = max(u_xlat12.y, 0.0);
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb36 = u_xlat36!=0.0;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat24 = u_xlat36 * u_xlat24;
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.xyz = u_xlat2.xyz * vec3(u_xlat24);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat37 = u_xlat0.x * u_xlat0.x;
					    u_xlat37 = u_xlat37 * u_xlat37;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat12.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_2_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec3 u_xlat12;
					float u_xlat13;
					vec3 u_xlat14;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat26;
					vec2 u_xlat31;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					int u_xlati37;
					float u_xlat38;
					float u_xlat39;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlati37 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati37].xyz;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlati37 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD2.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_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat39);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					        u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					        u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat14.xyz = u_xlat7.xyz / u_xlat7.www;
					        u_xlat7.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat7.xy = floor(u_xlat7.xy);
					        u_xlat14.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat7.xy);
					        u_xlat8 = u_xlat14.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat9.xw = u_xlat8.xz * u_xlat8.xz;
					        u_xlat31.xy = u_xlat9.xw * vec2(0.5, 0.5) + (-u_xlat14.xy);
					        u_xlat8.xz = (-u_xlat14.xy) + vec2(1.0, 1.0);
					        u_xlat10.xy = min(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat8.xz = (-u_xlat10.xy) * u_xlat10.xy + u_xlat8.xz;
					        u_xlat14.xy = max(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat14.xy = (-u_xlat14.xy) * u_xlat14.xy + u_xlat8.yw;
					        u_xlat10.x = u_xlat31.x;
					        u_xlat10.y = u_xlat8.x;
					        u_xlat10.z = u_xlat14.x;
					        u_xlat10.w = u_xlat9.x;
					        u_xlat10 = u_xlat10 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9.x = u_xlat31.y;
					        u_xlat9.y = u_xlat8.z;
					        u_xlat9.z = u_xlat14.y;
					        u_xlat8 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9 = u_xlat10.ywyw + u_xlat10.xzxz;
					        u_xlat11 = u_xlat8.yyww + u_xlat8.xxzz;
					        u_xlat14.xy = u_xlat10.yw / u_xlat9.zw;
					        u_xlat14.xy = u_xlat14.xy + vec2(-1.5, 0.5);
					        u_xlat31.xy = u_xlat8.yw / u_xlat11.yw;
					        u_xlat31.xy = u_xlat31.xy + vec2(-1.5, 0.5);
					        u_xlat8.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat8.zw = u_xlat31.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat9 = u_xlat9 * u_xlat11;
					        u_xlat10 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xzyz;
					        vec3 txVec0 = vec3(u_xlat10.xy,u_xlat14.z);
					        u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat10.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat26 = u_xlat26 * u_xlat9.y;
					        u_xlat14.x = u_xlat9.x * u_xlat14.x + u_xlat26;
					        u_xlat7 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xwyw;
					        vec3 txVec2 = vec3(u_xlat7.xy,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat14.x = u_xlat9.z * u_xlat26 + u_xlat14.x;
					        vec3 txVec3 = vec3(u_xlat7.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat14.x = u_xlat9.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_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat14.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat14.xy = u_xlat14.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat14.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat14.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat14.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat6.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat37 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + u_xlat3.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat38 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat37));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat38) + 1.0;
					    u_xlat1.x = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat1.x;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat1.x = -abs(u_xlat36) + 1.0;
					    u_xlat13 = u_xlat1.x * u_xlat1.x;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat1.x = u_xlat1.x * u_xlat13;
					    u_xlat12.x = u_xlat12.x * u_xlat1.x + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat37 * u_xlat37;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat1.x = (-u_xlat24) + 1.0;
					    u_xlat13 = abs(u_xlat36) * u_xlat1.x + u_xlat24;
					    u_xlat1.x = u_xlat38 * u_xlat1.x + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat1.x;
					    u_xlat36 = u_xlat38 * u_xlat13 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat24 = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat3.x * u_xlat24 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat24 = u_xlat24 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat24 = u_xlat24 / u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat36;
					    u_xlat12.y = u_xlat24 * 3.14159274;
					    u_xlat12.xy = vec2(u_xlat38) * u_xlat12.xy;
					    u_xlat24 = max(u_xlat12.y, 0.0);
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb36 = u_xlat36!=0.0;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat24 = u_xlat36 * u_xlat24;
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.xyz = u_xlat2.xyz * vec3(u_xlat24);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat37 = u_xlat0.x * u_xlat0.x;
					    u_xlat37 = u_xlat37 * u_xlat37;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat12.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb20)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat20, u_xlat21);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat4.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb20)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat20, u_xlat21);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat4.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					vec2 u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb20)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat16.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat16.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat5.x;
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					vec2 u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb20)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat16.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat16.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat5.x;
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					bool u_xlatb28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati28 = u_xlati4.y * u_xlati4.x;
					    u_xlat29 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat29), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb29 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlatb29 = unity_CameraProjection[0].z==0.0;
					    u_xlatb30 = unity_CameraProjection[1].z==0.0;
					    u_xlatb29 = u_xlatb29 && u_xlatb30;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlat28 = float(u_xlati28);
					    u_xlatb28 = (-u_xlat28)<0.0;
					    if(((int(u_xlatb28) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlati28 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati28].xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati28 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					bool u_xlatb28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati28 = u_xlati4.y * u_xlati4.x;
					    u_xlat29 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat29), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb29 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlatb29 = unity_CameraProjection[0].z==0.0;
					    u_xlatb30 = unity_CameraProjection[1].z==0.0;
					    u_xlatb29 = u_xlatb29 && u_xlatb30;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlat28 = float(u_xlati28);
					    u_xlatb28 = (-u_xlat28)<0.0;
					    if(((int(u_xlatb28) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_1_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_2_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlati28 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati28].xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati28 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat23));
					    u_xlat22 = u_xlat22 * u_xlat5.x;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat23));
					    u_xlat22 = u_xlat22 * u_xlat5.x;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat19, u_xlat20);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat19, u_xlat20);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					float u_xlat24;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlatb23 = 0.0<u_xlat5.z;
					    u_xlat23 = u_xlatb23 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat23 = u_xlat23 * u_xlat6.w;
					    u_xlat24 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat24));
					    u_xlat23 = u_xlat23 * u_xlat5.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					bool u_xlatb23;
					float u_xlat24;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlatb23 = 0.0<u_xlat5.z;
					    u_xlat23 = u_xlatb23 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat23 = u_xlat23 * u_xlat6.w;
					    u_xlat24 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat24));
					    u_xlat23 = u_xlat23 * u_xlat5.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat23));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat23 = u_xlat5.w * u_xlat6.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat23));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat23 = u_xlat5.w * u_xlat6.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat21 = clamp(u_xlat21, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat20);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat20);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_4_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					    u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					    u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat10.xyz = u_xlat7.xyz / u_xlat7.www;
					    vec3 txVec0 = vec3(u_xlat10.xy,u_xlat10.z);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlatb2 = 0.0<u_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat10.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat10.xy = u_xlat10.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat10.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat10.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat10.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					    u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					    u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat10.xyz = u_xlat7.xyz / u_xlat7.www;
					    vec3 txVec0 = vec3(u_xlat10.xy,u_xlat10.z);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlatb2 = 0.0<u_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat10.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat10.xy = u_xlat10.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat10.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat10.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat10.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_4_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec3 u_xlat12;
					float u_xlat13;
					vec3 u_xlat14;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat26;
					vec2 u_xlat31;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					int u_xlati38;
					bool u_xlatb38;
					float u_xlat39;
					bool u_xlatb39;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati4.y * u_xlati4.x;
					    u_xlat38 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat38), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb38 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati38 = u_xlatb38 ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati38;
					    u_xlatb38 = unity_CameraProjection[0].z==0.0;
					    u_xlatb39 = unity_CameraProjection[1].z==0.0;
					    u_xlatb38 = u_xlatb38 && u_xlatb39;
					    u_xlati38 = u_xlatb38 ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati38;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD2.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_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat39);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					        u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					        u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat14.xyz = u_xlat7.xyz / u_xlat7.www;
					        u_xlat7.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat7.xy = floor(u_xlat7.xy);
					        u_xlat14.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat7.xy);
					        u_xlat8 = u_xlat14.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat9.xw = u_xlat8.xz * u_xlat8.xz;
					        u_xlat31.xy = u_xlat9.xw * vec2(0.5, 0.5) + (-u_xlat14.xy);
					        u_xlat8.xz = (-u_xlat14.xy) + vec2(1.0, 1.0);
					        u_xlat10.xy = min(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat8.xz = (-u_xlat10.xy) * u_xlat10.xy + u_xlat8.xz;
					        u_xlat14.xy = max(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat14.xy = (-u_xlat14.xy) * u_xlat14.xy + u_xlat8.yw;
					        u_xlat10.x = u_xlat31.x;
					        u_xlat10.y = u_xlat8.x;
					        u_xlat10.z = u_xlat14.x;
					        u_xlat10.w = u_xlat9.x;
					        u_xlat10 = u_xlat10 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9.x = u_xlat31.y;
					        u_xlat9.y = u_xlat8.z;
					        u_xlat9.z = u_xlat14.y;
					        u_xlat8 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9 = u_xlat10.ywyw + u_xlat10.xzxz;
					        u_xlat11 = u_xlat8.yyww + u_xlat8.xxzz;
					        u_xlat14.xy = u_xlat10.yw / u_xlat9.zw;
					        u_xlat14.xy = u_xlat14.xy + vec2(-1.5, 0.5);
					        u_xlat31.xy = u_xlat8.yw / u_xlat11.yw;
					        u_xlat31.xy = u_xlat31.xy + vec2(-1.5, 0.5);
					        u_xlat8.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat8.zw = u_xlat31.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat9 = u_xlat9 * u_xlat11;
					        u_xlat10 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xzyz;
					        vec3 txVec0 = vec3(u_xlat10.xy,u_xlat14.z);
					        u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat10.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat26 = u_xlat26 * u_xlat9.y;
					        u_xlat14.x = u_xlat9.x * u_xlat14.x + u_xlat26;
					        u_xlat7 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xwyw;
					        vec3 txVec2 = vec3(u_xlat7.xy,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat14.x = u_xlat9.z * u_xlat26 + u_xlat14.x;
					        vec3 txVec3 = vec3(u_xlat7.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat14.x = u_xlat9.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_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat14.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat14.xy = u_xlat14.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat14.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat14.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat14.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat6.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat37 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + u_xlat3.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat38 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat37));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat38) + 1.0;
					    u_xlat1.x = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat1.x;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat1.x = -abs(u_xlat36) + 1.0;
					    u_xlat13 = u_xlat1.x * u_xlat1.x;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat1.x = u_xlat1.x * u_xlat13;
					    u_xlat12.x = u_xlat12.x * u_xlat1.x + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat37 * u_xlat37;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat1.x = (-u_xlat24) + 1.0;
					    u_xlat13 = abs(u_xlat36) * u_xlat1.x + u_xlat24;
					    u_xlat1.x = u_xlat38 * u_xlat1.x + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat1.x;
					    u_xlat36 = u_xlat38 * u_xlat13 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat24 = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat3.x * u_xlat24 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat24 = u_xlat24 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat24 = u_xlat24 / u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat36;
					    u_xlat12.y = u_xlat24 * 3.14159274;
					    u_xlat12.xy = vec2(u_xlat38) * u_xlat12.xy;
					    u_xlat24 = max(u_xlat12.y, 0.0);
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb36 = u_xlat36!=0.0;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat24 = u_xlat36 * u_xlat24;
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.xyz = u_xlat2.xyz * vec3(u_xlat24);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat37 = u_xlat0.x * u_xlat0.x;
					    u_xlat37 = u_xlat37 * u_xlat37;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat12.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat36);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec3 u_xlat12;
					float u_xlat13;
					vec3 u_xlat14;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat26;
					vec2 u_xlat31;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					int u_xlati37;
					float u_xlat38;
					float u_xlat39;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlati37 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati37].xyz;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlati37 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD2.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_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat39);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					        u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					        u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat14.xyz = u_xlat7.xyz / u_xlat7.www;
					        u_xlat7.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat7.xy = floor(u_xlat7.xy);
					        u_xlat14.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat7.xy);
					        u_xlat8 = u_xlat14.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat9.xw = u_xlat8.xz * u_xlat8.xz;
					        u_xlat31.xy = u_xlat9.xw * vec2(0.5, 0.5) + (-u_xlat14.xy);
					        u_xlat8.xz = (-u_xlat14.xy) + vec2(1.0, 1.0);
					        u_xlat10.xy = min(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat8.xz = (-u_xlat10.xy) * u_xlat10.xy + u_xlat8.xz;
					        u_xlat14.xy = max(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat14.xy = (-u_xlat14.xy) * u_xlat14.xy + u_xlat8.yw;
					        u_xlat10.x = u_xlat31.x;
					        u_xlat10.y = u_xlat8.x;
					        u_xlat10.z = u_xlat14.x;
					        u_xlat10.w = u_xlat9.x;
					        u_xlat10 = u_xlat10 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9.x = u_xlat31.y;
					        u_xlat9.y = u_xlat8.z;
					        u_xlat9.z = u_xlat14.y;
					        u_xlat8 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9 = u_xlat10.ywyw + u_xlat10.xzxz;
					        u_xlat11 = u_xlat8.yyww + u_xlat8.xxzz;
					        u_xlat14.xy = u_xlat10.yw / u_xlat9.zw;
					        u_xlat14.xy = u_xlat14.xy + vec2(-1.5, 0.5);
					        u_xlat31.xy = u_xlat8.yw / u_xlat11.yw;
					        u_xlat31.xy = u_xlat31.xy + vec2(-1.5, 0.5);
					        u_xlat8.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat8.zw = u_xlat31.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat9 = u_xlat9 * u_xlat11;
					        u_xlat10 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xzyz;
					        vec3 txVec0 = vec3(u_xlat10.xy,u_xlat14.z);
					        u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat10.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat26 = u_xlat26 * u_xlat9.y;
					        u_xlat14.x = u_xlat9.x * u_xlat14.x + u_xlat26;
					        u_xlat7 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xwyw;
					        vec3 txVec2 = vec3(u_xlat7.xy,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat14.x = u_xlat9.z * u_xlat26 + u_xlat14.x;
					        vec3 txVec3 = vec3(u_xlat7.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat14.x = u_xlat9.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_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat14.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat14.xy = u_xlat14.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat14.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat14.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat14.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat6.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat37 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + u_xlat3.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat38 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat37));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat38) + 1.0;
					    u_xlat1.x = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat1.x;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat1.x = -abs(u_xlat36) + 1.0;
					    u_xlat13 = u_xlat1.x * u_xlat1.x;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat1.x = u_xlat1.x * u_xlat13;
					    u_xlat12.x = u_xlat12.x * u_xlat1.x + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat37 * u_xlat37;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat1.x = (-u_xlat24) + 1.0;
					    u_xlat13 = abs(u_xlat36) * u_xlat1.x + u_xlat24;
					    u_xlat1.x = u_xlat38 * u_xlat1.x + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat1.x;
					    u_xlat36 = u_xlat38 * u_xlat13 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat24 = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat3.x * u_xlat24 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat24 = u_xlat24 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat24 = u_xlat24 / u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat36;
					    u_xlat12.y = u_xlat24 * 3.14159274;
					    u_xlat12.xy = vec2(u_xlat38) * u_xlat12.xy;
					    u_xlat24 = max(u_xlat12.y, 0.0);
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb36 = u_xlat36!=0.0;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat24 = u_xlat36 * u_xlat24;
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.xyz = u_xlat2.xyz * vec3(u_xlat24);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat37 = u_xlat0.x * u_xlat0.x;
					    u_xlat37 = u_xlat37 * u_xlat37;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat12.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat36);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb20)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat20, u_xlat21);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat4.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb20)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat20, u_xlat21);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat4.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					vec2 u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb20)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat16.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat16.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat5.x;
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					vec2 u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb20)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat16.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat16.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat5.x;
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					bool u_xlatb28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati28 = u_xlati4.y * u_xlati4.x;
					    u_xlat29 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat29), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb29 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlatb29 = unity_CameraProjection[0].z==0.0;
					    u_xlatb30 = unity_CameraProjection[1].z==0.0;
					    u_xlatb29 = u_xlatb29 && u_xlatb30;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlat28 = float(u_xlati28);
					    u_xlatb28 = (-u_xlat28)<0.0;
					    if(((int(u_xlatb28) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlati28 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati28].xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati28 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					bool u_xlatb28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati28 = u_xlati4.y * u_xlati4.x;
					    u_xlat29 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat29), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb29 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlatb29 = unity_CameraProjection[0].z==0.0;
					    u_xlatb30 = unity_CameraProjection[1].z==0.0;
					    u_xlatb29 = u_xlatb29 && u_xlatb30;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlat28 = float(u_xlati28);
					    u_xlatb28 = (-u_xlat28)<0.0;
					    if(((int(u_xlatb28) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlati28 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati28].xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati28 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat23));
					    u_xlat22 = u_xlat22 * u_xlat5.x;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.y;
					    u_xlat21 = exp2((-u_xlat21));
					    u_xlat21 = min(u_xlat21, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat23));
					    u_xlat22 = u_xlat22 * u_xlat5.x;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.y;
					    u_xlat21 = exp2((-u_xlat21));
					    u_xlat21 = min(u_xlat21, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat19, u_xlat20);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat19, u_xlat20);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					float u_xlat24;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlatb23 = 0.0<u_xlat5.z;
					    u_xlat23 = u_xlatb23 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat23 = u_xlat23 * u_xlat6.w;
					    u_xlat24 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat24));
					    u_xlat23 = u_xlat23 * u_xlat5.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.y;
					    u_xlat21 = exp2((-u_xlat21));
					    u_xlat21 = min(u_xlat21, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					bool u_xlatb23;
					float u_xlat24;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlatb23 = 0.0<u_xlat5.z;
					    u_xlat23 = u_xlatb23 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat23 = u_xlat23 * u_xlat6.w;
					    u_xlat24 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat24));
					    u_xlat23 = u_xlat23 * u_xlat5.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.y;
					    u_xlat21 = exp2((-u_xlat21));
					    u_xlat21 = min(u_xlat21, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat23));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat23 = u_xlat5.w * u_xlat6.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.y;
					    u_xlat21 = exp2((-u_xlat21));
					    u_xlat21 = min(u_xlat21, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat23));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat23 = u_xlat5.w * u_xlat6.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.y;
					    u_xlat21 = exp2((-u_xlat21));
					    u_xlat21 = min(u_xlat21, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat20);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat20);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_4_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					    u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					    u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat10.xyz = u_xlat7.xyz / u_xlat7.www;
					    vec3 txVec0 = vec3(u_xlat10.xy,u_xlat10.z);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlatb2 = 0.0<u_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat10.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat10.xy = u_xlat10.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat10.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat10.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat10.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					    u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					    u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat10.xyz = u_xlat7.xyz / u_xlat7.www;
					    vec3 txVec0 = vec3(u_xlat10.xy,u_xlat10.z);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlatb2 = 0.0<u_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat10.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat10.xy = u_xlat10.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat10.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat10.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat10.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_4_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec3 u_xlat12;
					float u_xlat13;
					vec3 u_xlat14;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat26;
					vec2 u_xlat31;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					int u_xlati38;
					bool u_xlatb38;
					float u_xlat39;
					bool u_xlatb39;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati4.y * u_xlati4.x;
					    u_xlat38 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat38), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb38 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati38 = u_xlatb38 ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati38;
					    u_xlatb38 = unity_CameraProjection[0].z==0.0;
					    u_xlatb39 = unity_CameraProjection[1].z==0.0;
					    u_xlatb38 = u_xlatb38 && u_xlatb39;
					    u_xlati38 = u_xlatb38 ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati38;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD2.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_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat39);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					        u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					        u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat14.xyz = u_xlat7.xyz / u_xlat7.www;
					        u_xlat7.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat7.xy = floor(u_xlat7.xy);
					        u_xlat14.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat7.xy);
					        u_xlat8 = u_xlat14.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat9.xw = u_xlat8.xz * u_xlat8.xz;
					        u_xlat31.xy = u_xlat9.xw * vec2(0.5, 0.5) + (-u_xlat14.xy);
					        u_xlat8.xz = (-u_xlat14.xy) + vec2(1.0, 1.0);
					        u_xlat10.xy = min(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat8.xz = (-u_xlat10.xy) * u_xlat10.xy + u_xlat8.xz;
					        u_xlat14.xy = max(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat14.xy = (-u_xlat14.xy) * u_xlat14.xy + u_xlat8.yw;
					        u_xlat10.x = u_xlat31.x;
					        u_xlat10.y = u_xlat8.x;
					        u_xlat10.z = u_xlat14.x;
					        u_xlat10.w = u_xlat9.x;
					        u_xlat10 = u_xlat10 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9.x = u_xlat31.y;
					        u_xlat9.y = u_xlat8.z;
					        u_xlat9.z = u_xlat14.y;
					        u_xlat8 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9 = u_xlat10.ywyw + u_xlat10.xzxz;
					        u_xlat11 = u_xlat8.yyww + u_xlat8.xxzz;
					        u_xlat14.xy = u_xlat10.yw / u_xlat9.zw;
					        u_xlat14.xy = u_xlat14.xy + vec2(-1.5, 0.5);
					        u_xlat31.xy = u_xlat8.yw / u_xlat11.yw;
					        u_xlat31.xy = u_xlat31.xy + vec2(-1.5, 0.5);
					        u_xlat8.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat8.zw = u_xlat31.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat9 = u_xlat9 * u_xlat11;
					        u_xlat10 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xzyz;
					        vec3 txVec0 = vec3(u_xlat10.xy,u_xlat14.z);
					        u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat10.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat26 = u_xlat26 * u_xlat9.y;
					        u_xlat14.x = u_xlat9.x * u_xlat14.x + u_xlat26;
					        u_xlat7 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xwyw;
					        vec3 txVec2 = vec3(u_xlat7.xy,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat14.x = u_xlat9.z * u_xlat26 + u_xlat14.x;
					        vec3 txVec3 = vec3(u_xlat7.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat14.x = u_xlat9.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_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat14.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat14.xy = u_xlat14.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat14.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat14.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat14.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat6.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat37 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + u_xlat3.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat38 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat37));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat38) + 1.0;
					    u_xlat1.x = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat1.x;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat1.x = -abs(u_xlat36) + 1.0;
					    u_xlat13 = u_xlat1.x * u_xlat1.x;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat1.x = u_xlat1.x * u_xlat13;
					    u_xlat12.x = u_xlat12.x * u_xlat1.x + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat37 * u_xlat37;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat1.x = (-u_xlat24) + 1.0;
					    u_xlat13 = abs(u_xlat36) * u_xlat1.x + u_xlat24;
					    u_xlat1.x = u_xlat38 * u_xlat1.x + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat1.x;
					    u_xlat36 = u_xlat38 * u_xlat13 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat24 = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat3.x * u_xlat24 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat24 = u_xlat24 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat24 = u_xlat24 / u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat36;
					    u_xlat12.y = u_xlat24 * 3.14159274;
					    u_xlat12.xy = vec2(u_xlat38) * u_xlat12.xy;
					    u_xlat24 = max(u_xlat12.y, 0.0);
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb36 = u_xlat36!=0.0;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat24 = u_xlat36 * u_xlat24;
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.xyz = u_xlat2.xyz * vec3(u_xlat24);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat37 = u_xlat0.x * u_xlat0.x;
					    u_xlat37 = u_xlat37 * u_xlat37;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat12.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.y;
					    u_xlat36 = exp2((-u_xlat36));
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat36);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec3 u_xlat12;
					float u_xlat13;
					vec3 u_xlat14;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat26;
					vec2 u_xlat31;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					int u_xlati37;
					float u_xlat38;
					float u_xlat39;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlati37 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati37].xyz;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlati37 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD2.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_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat39);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					        u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					        u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat14.xyz = u_xlat7.xyz / u_xlat7.www;
					        u_xlat7.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat7.xy = floor(u_xlat7.xy);
					        u_xlat14.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat7.xy);
					        u_xlat8 = u_xlat14.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat9.xw = u_xlat8.xz * u_xlat8.xz;
					        u_xlat31.xy = u_xlat9.xw * vec2(0.5, 0.5) + (-u_xlat14.xy);
					        u_xlat8.xz = (-u_xlat14.xy) + vec2(1.0, 1.0);
					        u_xlat10.xy = min(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat8.xz = (-u_xlat10.xy) * u_xlat10.xy + u_xlat8.xz;
					        u_xlat14.xy = max(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat14.xy = (-u_xlat14.xy) * u_xlat14.xy + u_xlat8.yw;
					        u_xlat10.x = u_xlat31.x;
					        u_xlat10.y = u_xlat8.x;
					        u_xlat10.z = u_xlat14.x;
					        u_xlat10.w = u_xlat9.x;
					        u_xlat10 = u_xlat10 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9.x = u_xlat31.y;
					        u_xlat9.y = u_xlat8.z;
					        u_xlat9.z = u_xlat14.y;
					        u_xlat8 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9 = u_xlat10.ywyw + u_xlat10.xzxz;
					        u_xlat11 = u_xlat8.yyww + u_xlat8.xxzz;
					        u_xlat14.xy = u_xlat10.yw / u_xlat9.zw;
					        u_xlat14.xy = u_xlat14.xy + vec2(-1.5, 0.5);
					        u_xlat31.xy = u_xlat8.yw / u_xlat11.yw;
					        u_xlat31.xy = u_xlat31.xy + vec2(-1.5, 0.5);
					        u_xlat8.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat8.zw = u_xlat31.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat9 = u_xlat9 * u_xlat11;
					        u_xlat10 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xzyz;
					        vec3 txVec0 = vec3(u_xlat10.xy,u_xlat14.z);
					        u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat10.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat26 = u_xlat26 * u_xlat9.y;
					        u_xlat14.x = u_xlat9.x * u_xlat14.x + u_xlat26;
					        u_xlat7 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xwyw;
					        vec3 txVec2 = vec3(u_xlat7.xy,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat14.x = u_xlat9.z * u_xlat26 + u_xlat14.x;
					        vec3 txVec3 = vec3(u_xlat7.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat14.x = u_xlat9.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_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat14.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat14.xy = u_xlat14.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat14.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat14.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat14.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat6.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat37 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + u_xlat3.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat38 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat37));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat38) + 1.0;
					    u_xlat1.x = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat1.x;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat1.x = -abs(u_xlat36) + 1.0;
					    u_xlat13 = u_xlat1.x * u_xlat1.x;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat1.x = u_xlat1.x * u_xlat13;
					    u_xlat12.x = u_xlat12.x * u_xlat1.x + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat37 * u_xlat37;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat1.x = (-u_xlat24) + 1.0;
					    u_xlat13 = abs(u_xlat36) * u_xlat1.x + u_xlat24;
					    u_xlat1.x = u_xlat38 * u_xlat1.x + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat1.x;
					    u_xlat36 = u_xlat38 * u_xlat13 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat24 = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat3.x * u_xlat24 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat24 = u_xlat24 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat24 = u_xlat24 / u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat36;
					    u_xlat12.y = u_xlat24 * 3.14159274;
					    u_xlat12.xy = vec2(u_xlat38) * u_xlat12.xy;
					    u_xlat24 = max(u_xlat12.y, 0.0);
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb36 = u_xlat36!=0.0;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat24 = u_xlat36 * u_xlat24;
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.xyz = u_xlat2.xyz * vec3(u_xlat24);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat37 = u_xlat0.x * u_xlat0.x;
					    u_xlat37 = u_xlat37 * u_xlat37;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat12.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.y;
					    u_xlat36 = exp2((-u_xlat36));
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat36);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb20)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat20, u_xlat21);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat4.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb20)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat20, u_xlat21);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat4.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					vec2 u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb20)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat16.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat16.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat5.x;
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					vec2 u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb20)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat16.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat16.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat5.x;
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					bool u_xlatb28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati28 = u_xlati4.y * u_xlati4.x;
					    u_xlat29 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat29), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb29 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlatb29 = unity_CameraProjection[0].z==0.0;
					    u_xlatb30 = unity_CameraProjection[1].z==0.0;
					    u_xlatb29 = u_xlatb29 && u_xlatb30;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlat28 = float(u_xlati28);
					    u_xlatb28 = (-u_xlat28)<0.0;
					    if(((int(u_xlatb28) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.y;
					    u_xlat27 = exp2((-u_xlat27));
					    u_xlat27 = min(u_xlat27, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlati28 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati28].xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati28 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.y;
					    u_xlat27 = exp2((-u_xlat27));
					    u_xlat27 = min(u_xlat27, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.y;
					    u_xlat24 = exp2((-u_xlat24));
					    u_xlat24 = min(u_xlat24, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					bool u_xlatb28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati28 = u_xlati4.y * u_xlati4.x;
					    u_xlat29 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat29), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb29 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlatb29 = unity_CameraProjection[0].z==0.0;
					    u_xlatb30 = unity_CameraProjection[1].z==0.0;
					    u_xlatb29 = u_xlatb29 && u_xlatb30;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlat28 = float(u_xlati28);
					    u_xlatb28 = (-u_xlat28)<0.0;
					    if(((int(u_xlatb28) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.y;
					    u_xlat27 = exp2((-u_xlat27));
					    u_xlat27 = min(u_xlat27, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlati28 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati28].xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati28 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.y;
					    u_xlat27 = exp2((-u_xlat27));
					    u_xlat27 = min(u_xlat27, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat23));
					    u_xlat22 = u_xlat22 * u_xlat5.x;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat23));
					    u_xlat22 = u_xlat22 * u_xlat5.x;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat19, u_xlat20);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb19)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat19, u_xlat20);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					float u_xlat24;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlatb23 = 0.0<u_xlat5.z;
					    u_xlat23 = u_xlatb23 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat23 = u_xlat23 * u_xlat6.w;
					    u_xlat24 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat24));
					    u_xlat23 = u_xlat23 * u_xlat5.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					bool u_xlatb23;
					float u_xlat24;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlatb23 = 0.0<u_xlat5.z;
					    u_xlat23 = u_xlatb23 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat23 = u_xlat23 * u_xlat6.w;
					    u_xlat24 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, vec2(u_xlat24));
					    u_xlat23 = u_xlat23 * u_xlat5.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					ivec2 u_xlati3;
					bvec2 u_xlatb3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					int u_xlati23;
					bool u_xlatb23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb3.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat3.xyxx)).xy;
					    u_xlati3.xy = ivec2((uvec2(u_xlatb3.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati22 = u_xlati3.y * u_xlati3.x;
					    u_xlat23 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb3.xy = equal(vec4(u_xlat23), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb23 = u_xlatb3.y || u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlatb23 = unity_CameraProjection[0].z==0.0;
					    u_xlatb3.x = unity_CameraProjection[1].z==0.0;
					    u_xlatb23 = u_xlatb23 && u_xlatb3.x;
					    u_xlati23 = u_xlatb23 ? 1 : int(0);
					    u_xlati22 = u_xlati22 * u_xlati23;
					    u_xlat22 = float(u_xlati22);
					    u_xlatb22 = (-u_xlat22)<0.0;
					    if(((int(u_xlatb22) * int(0xffffffffu)))!=0){discard;}
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat23));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat23 = u_xlat5.w * u_xlat6.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					float u_xlat8;
					float u_xlat9;
					float u_xlat14;
					float u_xlat21;
					bool u_xlatb21;
					float u_xlat22;
					int u_xlati22;
					bool u_xlatb22;
					float u_xlat23;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat1.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlati22 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati22].xyz;
					    u_xlat22 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat2.xyz = vec3(u_xlat22) * u_xlat2.xyz;
					    u_xlat3 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat4.xyz = u_xlat3.xyz * _Color.xyz;
					    u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb22){
					        u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb22)) ? u_xlat6.xyz : vs_TEXCOORD2.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat22 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat22, u_xlat23);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat22 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
					    u_xlat23 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat23));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat23 = u_xlat5.w * u_xlat6.x;
					    u_xlat22 = u_xlat22 * u_xlat23;
					    u_xlat5.xyz = vec3(u_xlat22) * _LightColor0.xyz;
					    u_xlat22 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat22 = inversesqrt(u_xlat22);
					    u_xlat6.xyz = vec3(u_xlat22) * vs_TEXCOORD1.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat3.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat3.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat22 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat22) * u_xlat4.xyz;
					    u_xlat22 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat21) + u_xlat2.xyz;
					    u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat21 = max(u_xlat21, 0.00100000005);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat0.xyz = vec3(u_xlat21) * u_xlat0.xyz;
					    u_xlat21 = dot(u_xlat6.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat9 = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = dot(u_xlat7.xx, vec2(u_xlat22));
					    u_xlat7.x = u_xlat7.x + -0.5;
					    u_xlat14 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat1.x;
					    u_xlat14 = u_xlat7.x * u_xlat14 + 1.0;
					    u_xlat1.x = -abs(u_xlat21) + 1.0;
					    u_xlat8 = u_xlat1.x * u_xlat1.x;
					    u_xlat8 = u_xlat8 * u_xlat8;
					    u_xlat1.x = u_xlat1.x * u_xlat8;
					    u_xlat7.x = u_xlat7.x * u_xlat1.x + 1.0;
					    u_xlat7.x = u_xlat7.x * u_xlat14;
					    u_xlat14 = u_xlat22 * u_xlat22;
					    u_xlat14 = max(u_xlat14, 0.00200000009);
					    u_xlat1.x = (-u_xlat14) + 1.0;
					    u_xlat8 = abs(u_xlat21) * u_xlat1.x + u_xlat14;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat14;
					    u_xlat21 = abs(u_xlat21) * u_xlat1.x;
					    u_xlat21 = u_xlat2.x * u_xlat8 + u_xlat21;
					    u_xlat21 = u_xlat21 + 9.99999975e-06;
					    u_xlat21 = 0.5 / u_xlat21;
					    u_xlat14 = u_xlat14 * u_xlat14;
					    u_xlat1.x = u_xlat9 * u_xlat14 + (-u_xlat9);
					    u_xlat1.x = u_xlat1.x * u_xlat9 + 1.0;
					    u_xlat14 = u_xlat14 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat14 = u_xlat14 / u_xlat1.x;
					    u_xlat14 = u_xlat14 * u_xlat21;
					    u_xlat7.y = u_xlat14 * 3.14159274;
					    u_xlat7.xy = u_xlat2.xx * u_xlat7.xy;
					    u_xlat14 = max(u_xlat7.y, 0.0);
					    u_xlat21 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlatb21 = u_xlat21!=0.0;
					    u_xlat21 = u_xlatb21 ? 1.0 : float(0.0);
					    u_xlat14 = u_xlat21 * u_xlat14;
					    u_xlat1.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat7.xyz = u_xlat5.xyz * vec3(u_xlat14);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat22 = u_xlat0.x * u_xlat0.x;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat0.x = u_xlat0.x * u_xlat22;
					    u_xlat2.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat21 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat21 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 * _ProjectionParams.z;
					    u_xlat21 = max(u_xlat21, 0.0);
					    u_xlat21 = u_xlat21 * unity_FogParams.x;
					    u_xlat21 = u_xlat21 * (-u_xlat21);
					    u_xlat21 = exp2(u_xlat21);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat21);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat20);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					bool u_xlatb19;
					float u_xlat20;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb19 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb19){
					        u_xlatb19 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb19)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat19 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat20 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat19, u_xlat20);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat19 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_4_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					    u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					    u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat10.xyz = u_xlat7.xyz / u_xlat7.www;
					    vec3 txVec0 = vec3(u_xlat10.xy,u_xlat10.z);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlatb2 = 0.0<u_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat10.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat10.xy = u_xlat10.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat10.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat10.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat10.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					    u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					    u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat10.xyz = u_xlat7.xyz / u_xlat7.www;
					    vec3 txVec0 = vec3(u_xlat10.xy,u_xlat10.z);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlatb2 = 0.0<u_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat10.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat10.xy = u_xlat10.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat10.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat10.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat10.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_4_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec3 u_xlat12;
					float u_xlat13;
					vec3 u_xlat14;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat26;
					vec2 u_xlat31;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					int u_xlati37;
					bool u_xlatb37;
					float u_xlat38;
					int u_xlati38;
					bool u_xlatb38;
					float u_xlat39;
					bool u_xlatb39;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati37 = u_xlati4.y * u_xlati4.x;
					    u_xlat38 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat38), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb38 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati38 = u_xlatb38 ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati38;
					    u_xlatb38 = unity_CameraProjection[0].z==0.0;
					    u_xlatb39 = unity_CameraProjection[1].z==0.0;
					    u_xlatb38 = u_xlatb38 && u_xlatb39;
					    u_xlati38 = u_xlatb38 ? 1 : int(0);
					    u_xlati37 = u_xlati37 * u_xlati38;
					    u_xlat37 = float(u_xlati37);
					    u_xlatb37 = (-u_xlat37)<0.0;
					    if(((int(u_xlatb37) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD2.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_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat39);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					        u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					        u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat14.xyz = u_xlat7.xyz / u_xlat7.www;
					        u_xlat7.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat7.xy = floor(u_xlat7.xy);
					        u_xlat14.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat7.xy);
					        u_xlat8 = u_xlat14.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat9.xw = u_xlat8.xz * u_xlat8.xz;
					        u_xlat31.xy = u_xlat9.xw * vec2(0.5, 0.5) + (-u_xlat14.xy);
					        u_xlat8.xz = (-u_xlat14.xy) + vec2(1.0, 1.0);
					        u_xlat10.xy = min(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat8.xz = (-u_xlat10.xy) * u_xlat10.xy + u_xlat8.xz;
					        u_xlat14.xy = max(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat14.xy = (-u_xlat14.xy) * u_xlat14.xy + u_xlat8.yw;
					        u_xlat10.x = u_xlat31.x;
					        u_xlat10.y = u_xlat8.x;
					        u_xlat10.z = u_xlat14.x;
					        u_xlat10.w = u_xlat9.x;
					        u_xlat10 = u_xlat10 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9.x = u_xlat31.y;
					        u_xlat9.y = u_xlat8.z;
					        u_xlat9.z = u_xlat14.y;
					        u_xlat8 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9 = u_xlat10.ywyw + u_xlat10.xzxz;
					        u_xlat11 = u_xlat8.yyww + u_xlat8.xxzz;
					        u_xlat14.xy = u_xlat10.yw / u_xlat9.zw;
					        u_xlat14.xy = u_xlat14.xy + vec2(-1.5, 0.5);
					        u_xlat31.xy = u_xlat8.yw / u_xlat11.yw;
					        u_xlat31.xy = u_xlat31.xy + vec2(-1.5, 0.5);
					        u_xlat8.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat8.zw = u_xlat31.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat9 = u_xlat9 * u_xlat11;
					        u_xlat10 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xzyz;
					        vec3 txVec0 = vec3(u_xlat10.xy,u_xlat14.z);
					        u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat10.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat26 = u_xlat26 * u_xlat9.y;
					        u_xlat14.x = u_xlat9.x * u_xlat14.x + u_xlat26;
					        u_xlat7 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xwyw;
					        vec3 txVec2 = vec3(u_xlat7.xy,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat14.x = u_xlat9.z * u_xlat26 + u_xlat14.x;
					        vec3 txVec3 = vec3(u_xlat7.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat14.x = u_xlat9.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_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat14.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat14.xy = u_xlat14.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat14.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat14.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat14.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat6.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat37 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + u_xlat3.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat38 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat37));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat38) + 1.0;
					    u_xlat1.x = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat1.x;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat1.x = -abs(u_xlat36) + 1.0;
					    u_xlat13 = u_xlat1.x * u_xlat1.x;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat1.x = u_xlat1.x * u_xlat13;
					    u_xlat12.x = u_xlat12.x * u_xlat1.x + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat37 * u_xlat37;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat1.x = (-u_xlat24) + 1.0;
					    u_xlat13 = abs(u_xlat36) * u_xlat1.x + u_xlat24;
					    u_xlat1.x = u_xlat38 * u_xlat1.x + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat1.x;
					    u_xlat36 = u_xlat38 * u_xlat13 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat24 = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat3.x * u_xlat24 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat24 = u_xlat24 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat24 = u_xlat24 / u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat36;
					    u_xlat12.y = u_xlat24 * 3.14159274;
					    u_xlat12.xy = vec2(u_xlat38) * u_xlat12.xy;
					    u_xlat24 = max(u_xlat12.y, 0.0);
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb36 = u_xlat36!=0.0;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat24 = u_xlat36 * u_xlat24;
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.xyz = u_xlat2.xyz * vec3(u_xlat24);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat37 = u_xlat0.x * u_xlat0.x;
					    u_xlat37 = u_xlat37 * u_xlat37;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat12.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat36);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_8;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec4 u_xlat11;
					vec3 u_xlat12;
					float u_xlat13;
					vec3 u_xlat14;
					bool u_xlatb14;
					float u_xlat24;
					float u_xlat26;
					vec2 u_xlat31;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					int u_xlati37;
					float u_xlat38;
					float u_xlat39;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlati37 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati37].xyz;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat3.xyz = vec3(u_xlat37) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6 = vs_TEXCOORD2.yyyy * unity_WorldToLight[1];
					    u_xlat6 = unity_WorldToLight[0] * vs_TEXCOORD2.xxxx + u_xlat6;
					    u_xlat6 = unity_WorldToLight[2] * vs_TEXCOORD2.zzzz + u_xlat6;
					    u_xlat6 = u_xlat6 + unity_WorldToLight[3];
					    u_xlati37 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati37 / 4][u_xlati37 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati37 + 1) / 4][(u_xlati37 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati37 + 2) / 4][(u_xlati37 + 2) % 4].z;
					    u_xlat37 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat14.xyz;
					        u_xlat14.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat14.xyz;
					        u_xlat14.xyz = u_xlat14.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat14.xyz : vs_TEXCOORD2.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_xlat39 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat14.x, u_xlat39);
					        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_xlat7 = vs_TEXCOORD2.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat7 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD2.xxxx + u_xlat7;
					        u_xlat7 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD2.zzzz + u_xlat7;
					        u_xlat7 = u_xlat7 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat14.xyz = u_xlat7.xyz / u_xlat7.www;
					        u_xlat7.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat7.xy = floor(u_xlat7.xy);
					        u_xlat14.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat7.xy);
					        u_xlat8 = u_xlat14.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat9.xw = u_xlat8.xz * u_xlat8.xz;
					        u_xlat31.xy = u_xlat9.xw * vec2(0.5, 0.5) + (-u_xlat14.xy);
					        u_xlat8.xz = (-u_xlat14.xy) + vec2(1.0, 1.0);
					        u_xlat10.xy = min(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat8.xz = (-u_xlat10.xy) * u_xlat10.xy + u_xlat8.xz;
					        u_xlat14.xy = max(u_xlat14.xy, vec2(0.0, 0.0));
					        u_xlat14.xy = (-u_xlat14.xy) * u_xlat14.xy + u_xlat8.yw;
					        u_xlat10.x = u_xlat31.x;
					        u_xlat10.y = u_xlat8.x;
					        u_xlat10.z = u_xlat14.x;
					        u_xlat10.w = u_xlat9.x;
					        u_xlat10 = u_xlat10 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9.x = u_xlat31.y;
					        u_xlat9.y = u_xlat8.z;
					        u_xlat9.z = u_xlat14.y;
					        u_xlat8 = u_xlat9 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat9 = u_xlat10.ywyw + u_xlat10.xzxz;
					        u_xlat11 = u_xlat8.yyww + u_xlat8.xxzz;
					        u_xlat14.xy = u_xlat10.yw / u_xlat9.zw;
					        u_xlat14.xy = u_xlat14.xy + vec2(-1.5, 0.5);
					        u_xlat31.xy = u_xlat8.yw / u_xlat11.yw;
					        u_xlat31.xy = u_xlat31.xy + vec2(-1.5, 0.5);
					        u_xlat8.xy = u_xlat14.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat8.zw = u_xlat31.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat9 = u_xlat9 * u_xlat11;
					        u_xlat10 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xzyz;
					        vec3 txVec0 = vec3(u_xlat10.xy,u_xlat14.z);
					        u_xlat14.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat10.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat26 = u_xlat26 * u_xlat9.y;
					        u_xlat14.x = u_xlat9.x * u_xlat14.x + u_xlat26;
					        u_xlat7 = u_xlat7.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat8.xwyw;
					        vec3 txVec2 = vec3(u_xlat7.xy,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat14.x = u_xlat9.z * u_xlat26 + u_xlat14.x;
					        vec3 txVec3 = vec3(u_xlat7.zw,u_xlat14.z);
					        u_xlat26 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat14.x = u_xlat9.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_xlat6.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat14.xy = u_xlat6.xy / u_xlat6.ww;
					    u_xlat14.xy = u_xlat14.xy + vec2(0.5, 0.5);
					    u_xlat7 = texture(_LightTexture0, u_xlat14.xy);
					    u_xlat2.x = u_xlat2.x * u_xlat7.w;
					    u_xlat14.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat6 = texture(_LightTextureB0, u_xlat14.xx);
					    u_xlat2.x = u_xlat2.x * u_xlat6.x;
					    u_xlat37 = u_xlat37 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat37) * _LightColor0.xyz;
					    u_xlat37 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat37 = inversesqrt(u_xlat37);
					    u_xlat6.xyz = vec3(u_xlat37) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat37 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat37) * u_xlat5.xyz;
					    u_xlat37 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat36) + u_xlat3.xyz;
					    u_xlat36 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat36 = max(u_xlat36, 0.00100000005);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz;
					    u_xlat36 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat38 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat38 = clamp(u_xlat38, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat0.x * u_xlat0.x;
					    u_xlat12.x = dot(u_xlat12.xx, vec2(u_xlat37));
					    u_xlat12.x = u_xlat12.x + -0.5;
					    u_xlat24 = (-u_xlat38) + 1.0;
					    u_xlat1.x = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat1.x;
					    u_xlat24 = u_xlat12.x * u_xlat24 + 1.0;
					    u_xlat1.x = -abs(u_xlat36) + 1.0;
					    u_xlat13 = u_xlat1.x * u_xlat1.x;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat1.x = u_xlat1.x * u_xlat13;
					    u_xlat12.x = u_xlat12.x * u_xlat1.x + 1.0;
					    u_xlat12.x = u_xlat12.x * u_xlat24;
					    u_xlat24 = u_xlat37 * u_xlat37;
					    u_xlat24 = max(u_xlat24, 0.00200000009);
					    u_xlat1.x = (-u_xlat24) + 1.0;
					    u_xlat13 = abs(u_xlat36) * u_xlat1.x + u_xlat24;
					    u_xlat1.x = u_xlat38 * u_xlat1.x + u_xlat24;
					    u_xlat36 = abs(u_xlat36) * u_xlat1.x;
					    u_xlat36 = u_xlat38 * u_xlat13 + u_xlat36;
					    u_xlat36 = u_xlat36 + 9.99999975e-06;
					    u_xlat36 = 0.5 / u_xlat36;
					    u_xlat24 = u_xlat24 * u_xlat24;
					    u_xlat1.x = u_xlat3.x * u_xlat24 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat24 = u_xlat24 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat24 = u_xlat24 / u_xlat1.x;
					    u_xlat24 = u_xlat24 * u_xlat36;
					    u_xlat12.y = u_xlat24 * 3.14159274;
					    u_xlat12.xy = vec2(u_xlat38) * u_xlat12.xy;
					    u_xlat24 = max(u_xlat12.y, 0.0);
					    u_xlat36 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb36 = u_xlat36!=0.0;
					    u_xlat36 = u_xlatb36 ? 1.0 : float(0.0);
					    u_xlat24 = u_xlat36 * u_xlat24;
					    u_xlat1.xyz = u_xlat12.xxx * u_xlat2.xyz;
					    u_xlat12.xyz = u_xlat2.xyz * vec3(u_xlat24);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat37 = u_xlat0.x * u_xlat0.x;
					    u_xlat37 = u_xlat37 * u_xlat37;
					    u_xlat0.x = u_xlat0.x * u_xlat37;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat12.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat36);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.x = unity_MatrixV[0].z;
					    u_xlat4.y = unity_MatrixV[1].z;
					    u_xlat4.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb20)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat20, u_xlat21);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat4.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_6;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat4.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat4.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat4.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat4.xyz);
					    u_xlat4.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb20)) ? u_xlat4.xyz : vs_TEXCOORD2.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat20, u_xlat21);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat4 = texture(_ShadowMapTexture, u_xlat4.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat4.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat4.x;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_3_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					ivec2 u_xlati2;
					bvec2 u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					bool u_xlatb8;
					float u_xlat12;
					float u_xlat13;
					vec2 u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					bool u_xlatb19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb2.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat2.xyxx)).xy;
					    u_xlati2.xy = ivec2((uvec2(u_xlatb2.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati19 = u_xlati2.y * u_xlati2.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb8 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb8 && u_xlatb2.x;
					    u_xlati2.x = u_xlatb2.x ? 1 : int(0);
					    u_xlati19 = u_xlati19 * u_xlati2.x;
					    u_xlat19 = float(u_xlati19);
					    u_xlatb19 = (-u_xlat19)<0.0;
					    if(((int(u_xlatb19) * int(0xffffffffu)))!=0){discard;}
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlat5.x = unity_MatrixV[0].z;
					    u_xlat5.y = unity_MatrixV[1].z;
					    u_xlat5.z = unity_MatrixV[2].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb20)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat16.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat16.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat5.x;
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _ShadowMapTexture;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat6;
					float u_xlat7;
					float u_xlat12;
					float u_xlat13;
					vec2 u_xlat16;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					bool u_xlatb20;
					float u_xlat21;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat2 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3.xyz = u_xlat2.xyz * _Color.xyz;
					    u_xlat4.xy = vs_TEXCOORD2.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD2.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD2.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlati19 = unity_StereoEyeIndex << 2;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati19 / 4][u_xlati19 % 4].z;
					    u_xlat5.y = unity_StereoMatrixV[(u_xlati19 + 1) / 4][(u_xlati19 + 1) % 4].z;
					    u_xlat5.z = unity_StereoMatrixV[(u_xlati19 + 2) / 4][(u_xlati19 + 2) % 4].z;
					    u_xlat19 = dot(u_xlat0.xyz, u_xlat5.xyz);
					    u_xlat5.xyz = vs_TEXCOORD2.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat20 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat20 = sqrt(u_xlat20);
					    u_xlat20 = (-u_xlat19) + u_xlat20;
					    u_xlat19 = unity_ShadowFadeCenterAndType.w * u_xlat20 + u_xlat19;
					    u_xlat19 = u_xlat19 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat19 = clamp(u_xlat19, 0.0, 1.0);
					    u_xlatb20 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb20){
					        u_xlatb20 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb20)) ? u_xlat5.xyz : vs_TEXCOORD2.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat20 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat21 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat20, u_xlat21);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat20 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat16.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
					    u_xlat5 = texture(_ShadowMapTexture, u_xlat16.xy);
					    u_xlat20 = u_xlat20 + (-u_xlat5.x);
					    u_xlat19 = u_xlat19 * u_xlat20 + u_xlat5.x;
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat19 = u_xlat19 * u_xlat4.w;
					    u_xlat4.xyz = vec3(u_xlat19) * _LightColor0.xyz;
					    u_xlat19 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat5.xyz = vec3(u_xlat19) * vs_TEXCOORD1.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat2.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat19 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat19) * u_xlat3.xyz;
					    u_xlat19 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat18) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = max(u_xlat18, 0.00100000005);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat18 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat7 = dot(u_xlat5.xyz, u_xlat0.xyz);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6.x = u_xlat0.x * u_xlat0.x;
					    u_xlat6.x = dot(u_xlat6.xx, vec2(u_xlat19));
					    u_xlat6.x = u_xlat6.x + -0.5;
					    u_xlat12 = (-u_xlat1.x) + 1.0;
					    u_xlat13 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat12 = u_xlat12 * u_xlat13;
					    u_xlat12 = u_xlat6.x * u_xlat12 + 1.0;
					    u_xlat13 = -abs(u_xlat18) + 1.0;
					    u_xlat20 = u_xlat13 * u_xlat13;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat13 = u_xlat13 * u_xlat20;
					    u_xlat6.x = u_xlat6.x * u_xlat13 + 1.0;
					    u_xlat6.x = u_xlat6.x * u_xlat12;
					    u_xlat12 = u_xlat19 * u_xlat19;
					    u_xlat12 = max(u_xlat12, 0.00200000009);
					    u_xlat13 = (-u_xlat12) + 1.0;
					    u_xlat19 = abs(u_xlat18) * u_xlat13 + u_xlat12;
					    u_xlat13 = u_xlat1.x * u_xlat13 + u_xlat12;
					    u_xlat18 = abs(u_xlat18) * u_xlat13;
					    u_xlat18 = u_xlat1.x * u_xlat19 + u_xlat18;
					    u_xlat18 = u_xlat18 + 9.99999975e-06;
					    u_xlat18 = 0.5 / u_xlat18;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat13 = u_xlat7 * u_xlat12 + (-u_xlat7);
					    u_xlat7 = u_xlat13 * u_xlat7 + 1.0;
					    u_xlat12 = u_xlat12 * 0.318309873;
					    u_xlat7 = u_xlat7 * u_xlat7 + 1.00000001e-07;
					    u_xlat12 = u_xlat12 / u_xlat7;
					    u_xlat12 = u_xlat12 * u_xlat18;
					    u_xlat6.y = u_xlat12 * 3.14159274;
					    u_xlat6.xy = u_xlat1.xx * u_xlat6.xy;
					    u_xlat12 = max(u_xlat6.y, 0.0);
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb18 = u_xlat18!=0.0;
					    u_xlat18 = u_xlatb18 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat18 * u_xlat12;
					    u_xlat1.xyz = u_xlat6.xxx * u_xlat4.xyz;
					    u_xlat6.xyz = u_xlat4.xyz * vec3(u_xlat12);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat19 = u_xlat0.x * u_xlat0.x;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat19;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat18 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					bool u_xlatb28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati28 = u_xlati4.y * u_xlati4.x;
					    u_xlat29 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat29), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb29 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlatb29 = unity_CameraProjection[0].z==0.0;
					    u_xlatb30 = unity_CameraProjection[1].z==0.0;
					    u_xlatb29 = u_xlatb29 && u_xlatb30;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlat28 = float(u_xlati28);
					    u_xlatb28 = (-u_xlat28)<0.0;
					    if(((int(u_xlatb28) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.x;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = exp2(u_xlat27);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec3 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlati28 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati28].xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati28 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTexture0, u_xlat2.xx);
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.x;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = exp2(u_xlat27);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					bool u_xlatb25;
					float u_xlat26;
					int u_xlati26;
					bool u_xlatb26;
					float u_xlat27;
					bool u_xlatb27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati25 = u_xlati4.y * u_xlati4.x;
					    u_xlat26 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat26), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb26 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlatb26 = unity_CameraProjection[0].z==0.0;
					    u_xlatb27 = unity_CameraProjection[1].z==0.0;
					    u_xlatb26 = u_xlatb26 && u_xlatb27;
					    u_xlati26 = u_xlatb26 ? 1 : int(0);
					    u_xlati25 = u_xlati25 * u_xlati26;
					    u_xlat25 = float(u_xlati25);
					    u_xlatb25 = (-u_xlat25)<0.0;
					    if(((int(u_xlatb25) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					float u_xlat9;
					vec3 u_xlat10;
					float u_xlat16;
					float u_xlat18;
					float u_xlat24;
					bool u_xlatb24;
					float u_xlat25;
					int u_xlati25;
					float u_xlat26;
					float u_xlat27;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat1.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlati25 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati25].xyz;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat3.xyz = vec3(u_xlat25) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati25 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati25 / 4][u_xlati25 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati25 + 1) / 4][(u_xlati25 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati25 + 2) / 4][(u_xlati25 + 2) % 4].z;
					    u_xlat25 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat25) + u_xlat2.x;
					    u_xlat25 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat25;
					    u_xlat25 = u_xlat25 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat25 = clamp(u_xlat25, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat10.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat10.x, u_xlat27);
					        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_xlat10.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					    u_xlat27 = max(abs(u_xlat10.y), abs(u_xlat10.x));
					    u_xlat27 = max(abs(u_xlat10.z), u_xlat27);
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.z);
					    u_xlat27 = max(u_xlat27, 9.99999975e-06);
					    u_xlat27 = u_xlat27 * _LightProjectionParams.w;
					    u_xlat27 = _LightProjectionParams.y / u_xlat27;
					    u_xlat27 = u_xlat27 + (-_LightProjectionParams.x);
					    u_xlat27 = (-u_xlat27) + 1.0;
					    vec4 txVec0 = vec4(u_xlat10.xyz,u_xlat27);
					    u_xlat10.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat18 = (-_LightShadowData.x) + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat18 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat10.x) + u_xlat2.x;
					    u_xlat25 = u_xlat25 * u_xlat2.x + u_xlat10.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat25 = u_xlat25 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat25) * _LightColor0.xyz;
					    u_xlat25 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat25 = inversesqrt(u_xlat25);
					    u_xlat6.xyz = vec3(u_xlat25) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat25 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat25) * u_xlat5.xyz;
					    u_xlat25 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24) + u_xlat3.xyz;
					    u_xlat24 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat24 = max(u_xlat24, 0.00100000005);
					    u_xlat24 = inversesqrt(u_xlat24);
					    u_xlat0.xyz = vec3(u_xlat24) * u_xlat0.xyz;
					    u_xlat24 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat26 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat26 = clamp(u_xlat26, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat8.x = u_xlat0.x * u_xlat0.x;
					    u_xlat8.x = dot(u_xlat8.xx, vec2(u_xlat25));
					    u_xlat8.x = u_xlat8.x + -0.5;
					    u_xlat16 = (-u_xlat26) + 1.0;
					    u_xlat1.x = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat1.x;
					    u_xlat16 = u_xlat8.x * u_xlat16 + 1.0;
					    u_xlat1.x = -abs(u_xlat24) + 1.0;
					    u_xlat9 = u_xlat1.x * u_xlat1.x;
					    u_xlat9 = u_xlat9 * u_xlat9;
					    u_xlat1.x = u_xlat1.x * u_xlat9;
					    u_xlat8.x = u_xlat8.x * u_xlat1.x + 1.0;
					    u_xlat8.x = u_xlat8.x * u_xlat16;
					    u_xlat16 = u_xlat25 * u_xlat25;
					    u_xlat16 = max(u_xlat16, 0.00200000009);
					    u_xlat1.x = (-u_xlat16) + 1.0;
					    u_xlat9 = abs(u_xlat24) * u_xlat1.x + u_xlat16;
					    u_xlat1.x = u_xlat26 * u_xlat1.x + u_xlat16;
					    u_xlat24 = abs(u_xlat24) * u_xlat1.x;
					    u_xlat24 = u_xlat26 * u_xlat9 + u_xlat24;
					    u_xlat24 = u_xlat24 + 9.99999975e-06;
					    u_xlat24 = 0.5 / u_xlat24;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat1.x = u_xlat3.x * u_xlat16 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat16 = u_xlat16 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat16 = u_xlat16 / u_xlat1.x;
					    u_xlat16 = u_xlat16 * u_xlat24;
					    u_xlat8.y = u_xlat16 * 3.14159274;
					    u_xlat8.xy = vec2(u_xlat26) * u_xlat8.xy;
					    u_xlat16 = max(u_xlat8.y, 0.0);
					    u_xlat24 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb24 = u_xlat24!=0.0;
					    u_xlat24 = u_xlatb24 ? 1.0 : float(0.0);
					    u_xlat16 = u_xlat24 * u_xlat16;
					    u_xlat1.xyz = u_xlat8.xxx * u_xlat2.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(u_xlat16);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat25 = u_xlat0.x * u_xlat0.x;
					    u_xlat25 = u_xlat25 * u_xlat25;
					    u_xlat0.x = u_xlat0.x * u_xlat25;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat8.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat24 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat24 = (-u_xlat24) + 1.0;
					    u_xlat24 = u_xlat24 * _ProjectionParams.z;
					    u_xlat24 = max(u_xlat24, 0.0);
					    u_xlat24 = u_xlat24 * unity_FogParams.x;
					    u_xlat24 = u_xlat24 * (-u_xlat24);
					    u_xlat24 = exp2(u_xlat24);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_3_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_3_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_4_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_5_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_5_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					ivec2 u_xlati4;
					bvec2 u_xlatb4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					bool u_xlatb28;
					float u_xlat29;
					int u_xlati29;
					bool u_xlatb29;
					float u_xlat30;
					bool u_xlatb30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb4.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat4.xyxx)).xy;
					    u_xlati4.xy = ivec2((uvec2(u_xlatb4.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati28 = u_xlati4.y * u_xlati4.x;
					    u_xlat29 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb4.xy = equal(vec4(u_xlat29), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb29 = u_xlatb4.y || u_xlatb4.x;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlatb29 = unity_CameraProjection[0].z==0.0;
					    u_xlatb30 = unity_CameraProjection[1].z==0.0;
					    u_xlatb29 = u_xlatb29 && u_xlatb30;
					    u_xlati29 = u_xlatb29 ? 1 : int(0);
					    u_xlati28 = u_xlati28 * u_xlati29;
					    u_xlat28 = float(u_xlati28);
					    u_xlatb28 = (-u_xlat28)<0.0;
					    if(((int(u_xlatb28) * int(0xffffffffu)))!=0){discard;}
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlat7.x = unity_MatrixV[0].z;
					    u_xlat7.y = unity_MatrixV[1].z;
					    u_xlat7.z = unity_MatrixV[2].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.x;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = exp2(u_xlat27);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_7;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					layout(std140) 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];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_6_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					uniform  samplerCube _ShadowMapTexture;
					uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					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;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					float u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD2.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat1.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlati28 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD2.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati28].xyz;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat3.xyz = vec3(u_xlat28) * u_xlat2.xyz;
					    u_xlat4 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat5.xyz = u_xlat4.xyz * _Color.xyz;
					    u_xlat6.xyz = vs_TEXCOORD2.yyy * unity_WorldToLight[1].xyz;
					    u_xlat6.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD2.xxx + u_xlat6.xyz;
					    u_xlat6.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD2.zzz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_WorldToLight[3].xyz;
					    u_xlati28 = unity_StereoEyeIndex << 2;
					    u_xlat7.x = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].z;
					    u_xlat7.y = unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].z;
					    u_xlat7.z = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat2.xyz = vs_TEXCOORD2.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_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat30 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat30);
					        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_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD2.xyz + (-_LightPositionRange.xyz);
					        u_xlat30 = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat30 = max(abs(u_xlat11.z), u_xlat30);
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.z);
					        u_xlat30 = max(u_xlat30, 9.99999975e-06);
					        u_xlat30 = u_xlat30 * _LightProjectionParams.w;
					        u_xlat30 = _LightProjectionParams.y / u_xlat30;
					        u_xlat30 = u_xlat30 + (-_LightProjectionParams.x);
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat7.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat7.xyz,u_xlat30);
					        u_xlat7.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat8.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat8.xyz,u_xlat30);
					        u_xlat7.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat30);
					        u_xlat7.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat7, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat2 = texture(_LightTextureB0, u_xlat2.xx);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xyz);
					    u_xlat2.x = u_xlat2.x * u_xlat6.w;
					    u_xlat28 = u_xlat28 * u_xlat2.x;
					    u_xlat2.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat6.xyz = vec3(u_xlat28) * vs_TEXCOORD1.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat4.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat4.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat28 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat5.xyz;
					    u_xlat28 = (-_Glossiness) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat27) + u_xlat3.xyz;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat27 = max(u_xlat27, 0.00100000005);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					    u_xlat27 = dot(u_xlat6.xyz, u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat3.x = dot(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * u_xlat0.x;
					    u_xlat9.x = dot(u_xlat9.xx, vec2(u_xlat28));
					    u_xlat9.x = u_xlat9.x + -0.5;
					    u_xlat18 = (-u_xlat29) + 1.0;
					    u_xlat1.x = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat1.x;
					    u_xlat18 = u_xlat9.x * u_xlat18 + 1.0;
					    u_xlat1.x = -abs(u_xlat27) + 1.0;
					    u_xlat10 = u_xlat1.x * u_xlat1.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat1.x = u_xlat1.x * u_xlat10;
					    u_xlat9.x = u_xlat9.x * u_xlat1.x + 1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat18;
					    u_xlat18 = u_xlat28 * u_xlat28;
					    u_xlat18 = max(u_xlat18, 0.00200000009);
					    u_xlat1.x = (-u_xlat18) + 1.0;
					    u_xlat10 = abs(u_xlat27) * u_xlat1.x + u_xlat18;
					    u_xlat1.x = u_xlat29 * u_xlat1.x + u_xlat18;
					    u_xlat27 = abs(u_xlat27) * u_xlat1.x;
					    u_xlat27 = u_xlat29 * u_xlat10 + u_xlat27;
					    u_xlat27 = u_xlat27 + 9.99999975e-06;
					    u_xlat27 = 0.5 / u_xlat27;
					    u_xlat18 = u_xlat18 * u_xlat18;
					    u_xlat1.x = u_xlat3.x * u_xlat18 + (-u_xlat3.x);
					    u_xlat1.x = u_xlat1.x * u_xlat3.x + 1.0;
					    u_xlat18 = u_xlat18 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = u_xlat18 * u_xlat27;
					    u_xlat9.y = u_xlat18 * 3.14159274;
					    u_xlat9.xy = vec2(u_xlat29) * u_xlat9.xy;
					    u_xlat18 = max(u_xlat9.y, 0.0);
					    u_xlat27 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlatb27 = u_xlat27!=0.0;
					    u_xlat27 = u_xlatb27 ? 1.0 : float(0.0);
					    u_xlat18 = u_xlat27 * u_xlat18;
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat2.xyz = (-u_xlat4.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat27 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 * _ProjectionParams.z;
					    u_xlat27 = max(u_xlat27, 0.0);
					    u_xlat27 = u_xlat27 * unity_FogParams.x;
					    u_xlat27 = u_xlat27 * (-u_xlat27);
					    u_xlat27 = exp2(u_xlat27);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat27);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "DEFERRED"
			LOD 200
			Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
			GpuProgramID 135853
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTPROBE_SH" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat0.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    u_xlat6 = u_xlat0.y * u_xlat0.y;
					    u_xlat6 = u_xlat0.x * u_xlat0.x + (-u_xlat6);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD5.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    u_xlat9 = u_xlat0.y * u_xlat0.y;
					    u_xlat9 = u_xlat0.x * u_xlat0.x + (-u_xlat9);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD5.xyz = unity_SHC.xyz * vec3(u_xlat9) + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_HDR_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_HDR_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    vs_TEXCOORD1.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTPROBE_SH" "UNITY_HDR_ON" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat6;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    u_xlat0.xyz = vec3(u_xlat6) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    u_xlat6 = u_xlat0.y * u_xlat0.y;
					    u_xlat6 = u_xlat0.x * u_xlat0.x + (-u_xlat6);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD5.xyz = unity_SHC.xyz * vec3(u_xlat6) + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTPROBE_SH" "UNITY_HDR_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#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
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[6];
						vec4 _MainTex_ST;
						vec4 unused_0_2;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD2.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    vs_TEXCOORD1.xyz = u_xlat0.xyz;
					    vs_TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
					    u_xlat9 = u_xlat0.y * u_xlat0.y;
					    u_xlat9 = u_xlat0.x * u_xlat0.x + (-u_xlat9);
					    u_xlat1 = u_xlat0.yzzx * u_xlat0.xyzz;
					    u_xlat0.x = dot(unity_SHBr, u_xlat1);
					    u_xlat0.y = dot(unity_SHBg, u_xlat1);
					    u_xlat0.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD5.xyz = unity_SHC.xyz * vec3(u_xlat9) + u_xlat0.xyz;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_4[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					layout(location = 1) out vec4 SV_Target1;
					layout(location = 2) out vec4 SV_Target2;
					layout(location = 3) out vec4 SV_Target3;
					vec2 u_xlat0;
					ivec2 u_xlati0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					bvec2 u_xlatb2;
					bool u_xlatb4;
					void main()
					{
					    u_xlat0.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb0.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat0.xyxx)).xy;
					    u_xlati0.xy = ivec2((uvec2(u_xlatb0.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati0.x = u_xlati0.y * u_xlati0.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2 = u_xlatb2.x ? 1 : int(0);
					    u_xlati0.x = u_xlati2 * u_xlati0.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb4 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb4 && u_xlatb2.x;
					    u_xlati2 = u_xlatb2.x ? 1 : int(0);
					    u_xlati0.x = u_xlati2 * u_xlati0.x;
					    u_xlat0.x = float(u_xlati0.x);
					    u_xlatb0.x = (-u_xlat0.x)<0.0;
					    if(((int(u_xlatb0.x) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    SV_Target1.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat1.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    SV_Target1.w = _Glossiness;
					    SV_Target2.xyz = vs_TEXCOORD1.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);
					    SV_Target2.w = 1.0;
					    SV_Target3 = vec4(1.0, 1.0, 1.0, 1.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_4[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					layout(location = 1) out vec4 SV_Target1;
					layout(location = 2) out vec4 SV_Target2;
					layout(location = 3) out vec4 SV_Target3;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    SV_Target1.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat1.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    SV_Target1.w = _Glossiness;
					    SV_Target2.xyz = vs_TEXCOORD1.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);
					    SV_Target2.w = 1.0;
					    SV_Target3 = vec4(1.0, 1.0, 1.0, 1.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTPROBE_SH" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_4[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_3_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_3_4[6];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					layout(location = 1) out vec4 SV_Target1;
					layout(location = 2) out vec4 SV_Target2;
					layout(location = 3) out vec4 SV_Target3;
					vec4 u_xlat0;
					ivec2 u_xlati0;
					bvec2 u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					bvec2 u_xlatb6;
					float u_xlat8;
					bool u_xlatb12;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb0.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat0.xyxx)).xy;
					    u_xlati0.xy = ivec2((uvec2(u_xlatb0.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati0.x = u_xlati0.y * u_xlati0.x;
					    u_xlat6 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb6.xy = equal(vec4(u_xlat6), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb6.x = u_xlatb6.y || u_xlatb6.x;
					    u_xlati6 = u_xlatb6.x ? 1 : int(0);
					    u_xlati0.x = u_xlati6 * u_xlati0.x;
					    u_xlatb6.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb12 = unity_CameraProjection[1].z==0.0;
					    u_xlatb6.x = u_xlatb12 && u_xlatb6.x;
					    u_xlati6 = u_xlatb6.x ? 1 : int(0);
					    u_xlati0.x = u_xlati6 * u_xlati0.x;
					    u_xlat0.x = float(u_xlati0.x);
					    u_xlatb0.x = (-u_xlat0.x)<0.0;
					    if(((int(u_xlatb0.x) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat2.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat18 = u_xlat2.y * 0.25;
					        u_xlat19 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat18 = max(u_xlat18, u_xlat19);
					        u_xlat2.x = min(u_xlat8, u_xlat18);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat5.xyz = vs_TEXCOORD1.xyz;
					        u_xlat5.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat5);
					        u_xlat3.y = dot(u_xlat4, u_xlat5);
					        u_xlat3.z = dot(u_xlat2, u_xlat5);
					    } else {
					        u_xlat2.xyz = vs_TEXCOORD1.xyz;
					        u_xlat2.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat2);
					        u_xlat3.y = dot(unity_SHAg, u_xlat2);
					        u_xlat3.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat2.xyz = u_xlat3.xyz + vs_TEXCOORD5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    SV_Target1.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat0.x = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat0.xyz;
					    SV_Target3.xyz = exp2((-u_xlat1.xyz));
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    SV_Target1.w = _Glossiness;
					    SV_Target2.xyz = vs_TEXCOORD1.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);
					    SV_Target2.w = 1.0;
					    SV_Target3.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_4[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_4[6];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					layout(location = 1) out vec4 SV_Target1;
					layout(location = 2) out vec4 SV_Target2;
					layout(location = 3) out vec4 SV_Target3;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat8;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat2.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat18 = u_xlat2.y * 0.25;
					        u_xlat19 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat18 = max(u_xlat18, u_xlat19);
					        u_xlat2.x = min(u_xlat8, u_xlat18);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat5.xyz = vs_TEXCOORD1.xyz;
					        u_xlat5.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat5);
					        u_xlat3.y = dot(u_xlat4, u_xlat5);
					        u_xlat3.z = dot(u_xlat2, u_xlat5);
					    } else {
					        u_xlat2.xyz = vs_TEXCOORD1.xyz;
					        u_xlat2.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat2);
					        u_xlat3.y = dot(unity_SHAg, u_xlat2);
					        u_xlat3.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat2.xyz = u_xlat3.xyz + vs_TEXCOORD5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    SV_Target1.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat0.x = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat0.xyz;
					    SV_Target3.xyz = exp2((-u_xlat1.xyz));
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    SV_Target1.w = _Glossiness;
					    SV_Target2.xyz = vs_TEXCOORD1.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);
					    SV_Target2.w = 1.0;
					    SV_Target3.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_HDR_ON" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_4[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					layout(location = 1) out vec4 SV_Target1;
					layout(location = 2) out vec4 SV_Target2;
					layout(location = 3) out vec4 SV_Target3;
					vec2 u_xlat0;
					ivec2 u_xlati0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					bvec2 u_xlatb2;
					bool u_xlatb4;
					void main()
					{
					    u_xlat0.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb0.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat0.xyxx)).xy;
					    u_xlati0.xy = ivec2((uvec2(u_xlatb0.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati0.x = u_xlati0.y * u_xlati0.x;
					    u_xlat2.x = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb2.xy = equal(u_xlat2.xxxx, vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb2.x = u_xlatb2.y || u_xlatb2.x;
					    u_xlati2 = u_xlatb2.x ? 1 : int(0);
					    u_xlati0.x = u_xlati2 * u_xlati0.x;
					    u_xlatb2.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb4 = unity_CameraProjection[1].z==0.0;
					    u_xlatb2.x = u_xlatb4 && u_xlatb2.x;
					    u_xlati2 = u_xlatb2.x ? 1 : int(0);
					    u_xlati0.x = u_xlati2 * u_xlati0.x;
					    u_xlat0.x = float(u_xlati0.x);
					    u_xlatb0.x = (-u_xlat0.x)<0.0;
					    if(((int(u_xlatb0.x) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    SV_Target1.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat1.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    SV_Target1.w = _Glossiness;
					    SV_Target2.xyz = vs_TEXCOORD1.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);
					    SV_Target2.w = 1.0;
					    SV_Target3 = vec4(0.0, 0.0, 0.0, 1.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_HDR_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_4[2];
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					layout(location = 1) out vec4 SV_Target1;
					layout(location = 2) out vec4 SV_Target2;
					layout(location = 3) out vec4 SV_Target3;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _Color.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    SV_Target1.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat1.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    SV_Target1.w = _Glossiness;
					    SV_Target2.xyz = vs_TEXCOORD1.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);
					    SV_Target2.w = 1.0;
					    SV_Target3 = vec4(0.0, 0.0, 0.0, 1.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTPROBE_SH" "UNITY_HDR_ON" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_4[2];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ScreenParams;
						vec4 unused_1_2[2];
					};
					layout(std140) uniform UnityPerCameraRare {
						vec4 unused_2_0[6];
						mat4x4 unity_CameraProjection;
						vec4 unused_2_2[12];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_3_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_3_4[6];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					layout(location = 1) out vec4 SV_Target1;
					layout(location = 2) out vec4 SV_Target2;
					layout(location = 3) out vec4 SV_Target3;
					vec4 u_xlat0;
					ivec2 u_xlati0;
					bvec2 u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					int u_xlati6;
					bvec2 u_xlatb6;
					float u_xlat8;
					bool u_xlatb12;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.xy = unity_CameraProjection[1].yy + vec2(-1.73204994, -1.30322504);
					    u_xlatb0.xy = lessThan(vec4(9.99999975e-06, 9.99999975e-06, 0.0, 0.0), abs(u_xlat0.xyxx)).xy;
					    u_xlati0.xy = ivec2((uvec2(u_xlatb0.xy) * 0xFFFFFFFFu) & uvec2(1u, 1u));
					    u_xlati0.x = u_xlati0.y * u_xlati0.x;
					    u_xlat6 = _ScreenParams.y / _ScreenParams.x;
					    u_xlatb6.xy = equal(vec4(u_xlat6), vec4(0.5625, 1.125, 0.0, 0.0)).xy;
					    u_xlatb6.x = u_xlatb6.y || u_xlatb6.x;
					    u_xlati6 = u_xlatb6.x ? 1 : int(0);
					    u_xlati0.x = u_xlati6 * u_xlati0.x;
					    u_xlatb6.x = unity_CameraProjection[0].z==0.0;
					    u_xlatb12 = unity_CameraProjection[1].z==0.0;
					    u_xlatb6.x = u_xlatb12 && u_xlatb6.x;
					    u_xlati6 = u_xlatb6.x ? 1 : int(0);
					    u_xlati0.x = u_xlati6 * u_xlati0.x;
					    u_xlat0.x = float(u_xlati0.x);
					    u_xlatb0.x = (-u_xlat0.x)<0.0;
					    if(((int(u_xlatb0.x) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat2.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat18 = u_xlat2.y * 0.25;
					        u_xlat19 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat18 = max(u_xlat18, u_xlat19);
					        u_xlat2.x = min(u_xlat8, u_xlat18);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat5.xyz = vs_TEXCOORD1.xyz;
					        u_xlat5.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat5);
					        u_xlat3.y = dot(u_xlat4, u_xlat5);
					        u_xlat3.z = dot(u_xlat2, u_xlat5);
					    } else {
					        u_xlat2.xyz = vs_TEXCOORD1.xyz;
					        u_xlat2.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat2);
					        u_xlat3.y = dot(unity_SHAg, u_xlat2);
					        u_xlat3.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat2.xyz = u_xlat3.xyz + vs_TEXCOORD5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    SV_Target1.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat0.x = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    SV_Target3.xyz = u_xlat2.xyz * u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    SV_Target1.w = _Glossiness;
					    SV_Target2.xyz = vs_TEXCOORD1.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);
					    SV_Target2.w = 1.0;
					    SV_Target3.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "LIGHTPROBE_SH" "UNITY_HDR_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#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
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						float _Glossiness;
						float _Metallic;
						vec4 _Color;
						vec4 unused_0_4[2];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_4[6];
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD5;
					layout(location = 0) out vec4 SV_Target0;
					layout(location = 1) out vec4 SV_Target1;
					layout(location = 2) out vec4 SV_Target2;
					layout(location = 3) out vec4 SV_Target3;
					vec4 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat8;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat1.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD2.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD2.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD2.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat2.xyz : vs_TEXCOORD2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat18 = u_xlat2.y * 0.25;
					        u_xlat19 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat8 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat18 = max(u_xlat18, u_xlat19);
					        u_xlat2.x = min(u_xlat8, u_xlat18);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					        u_xlat4.xyz = u_xlat2.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xyz);
					        u_xlat2.xyz = u_xlat2.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xyz);
					        u_xlat5.xyz = vs_TEXCOORD1.xyz;
					        u_xlat5.w = 1.0;
					        u_xlat3.x = dot(u_xlat3, u_xlat5);
					        u_xlat3.y = dot(u_xlat4, u_xlat5);
					        u_xlat3.z = dot(u_xlat2, u_xlat5);
					    } else {
					        u_xlat2.xyz = vs_TEXCOORD1.xyz;
					        u_xlat2.w = 1.0;
					        u_xlat3.x = dot(unity_SHAr, u_xlat2);
					        u_xlat3.y = dot(unity_SHAg, u_xlat2);
					        u_xlat3.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat2.xyz = u_xlat3.xyz + vs_TEXCOORD5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    SV_Target1.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat0.x = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    SV_Target3.xyz = u_xlat2.xyz * u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    SV_Target1.w = _Glossiness;
					    SV_Target2.xyz = vs_TEXCOORD1.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.5, 0.5, 0.5);
					    SV_Target2.w = 1.0;
					    SV_Target3.w = 1.0;
					    return;
					}"
				}
			}
		}
	}
	Fallback "Diffuse"
}